Bah, ignore my post and read tonyg's - he said everything I meant, and much more concisely!![]()
Bah, ignore my post and read tonyg's - he said everything I meant, and much more concisely!![]()
Point taken, Dredd and Tonyg. Anyway, the delay action enables fast players to act like slow players (while letting them chose just how slow they act, which is a nice thing IMO), so this is a moot point I guess.
In the end, this doesn't solve my main problem: I find multiple actions too easy to take, and not very "trekkish".
Every procedure for getting a cat to take a pill works fine -- once.
Like the Borg, they learn...
-- (Terry Pratchett, alt.fan.pratchett)
We had the same problem in Icon - last time we played, my Andorian Security Officer (who won the initiative) stunned five pirates who beamed onto the bridge, simply by declaring five actions.
We found it was balanced by the fact that if you got hit with a phaser shot (dodging is <b> hard</b> in Icon!) you were either stunned or dead, 99.9% of the time.
Because of this, we tried very hard NOT to actually get into personnel fights, as the outcome was so dependent on initiative results under that system.
Thus, we found that the rules system actually encouraged a state of play where personal combat was rare in our campaign, and so the Trek (TNG era) feel was enhanced greatly, at the end of the day.![]()