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 Krav Maga Advantage Take Aim Question

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SwimmingEagle
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SwimmingEagle


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PostSubject: Krav Maga Advantage Take Aim Question   Krav Maga Advantage Take Aim Question EmptyTue Mar 27, 2012 3:47 pm

Free Actions take up little to no effort and you can do them ad nausium. Unless i'm overlooking a paragraph somewhere, There is no limit on how many you can take.
So If you have the Krav Maga Martial Art Advantage "Take Aim is a free action" in Arsenal, you can theoretically take minutes of aiming in an split second.
In SR4 Core, Take aim actions have a cumulative bonus to a max of 1/2 the skill of the weapon your using. For example pistols 4 would be a max bonus +2. Taking the above rules into account, the player could have a +2 bonus every single shot fired. Seems slightly broken.

Would you, as a GM, let your players take mulitple Take Aim actions? If not how would you rule this?
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Sly Hound
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PostSubject: Re: Krav Maga Advantage Take Aim Question   Krav Maga Advantage Take Aim Question EmptyWed Mar 28, 2012 6:20 am

In a initiative pass you can split you action like this : 1 Free action,2 Simple Action/or 1 Complexe Action
2 Free action,1 Simple Action
and finally 3 Simplme action

Now a round is 6 seconds...initiative passes are the number you divide that 6 seconds, 3 Init pass = 2 sec per action this represent how fast you are
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Gala
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PostSubject: Re: Krav Maga Advantage Take Aim Question   Krav Maga Advantage Take Aim Question EmptyWed Mar 28, 2012 7:48 am

Sly is correct. In addition, the rules in SR are intentionally written to be both flexible and overlapping, so that players have the freedom to do what they want in order to meet their character concept, and the GM has the capacity to make rulings in order to allow, or not, actions that will change the outcome of the game. This is an example of where a player can become distracted by a seeming overlap in the rules; and precisely the reason why GMs are intended by the SR rules to make "rulings" as situations like this come around.

Hence: These kinds of discrepencies are an intended consequence of the overlapping rules, and the way that SR GMs are supposed to deal with this is to be used to, and able to, make rulings as the situations arise.
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