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#31 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Being able to run around someone to automatically stop their attack while attacking them feels pretty broken.
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#32 | |
Join Date: Dec 2007
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#33 |
Join Date: Feb 2005
Location: Berkeley, CA
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There is certainly a logic to a wait being basically 'you remove yourself from the turn order until your wait triggers or you choose to stop waiting, in which case you are put back into the turn order at the time the wait ended', but that might be hard to actually use in a game.
The way this work in a turn-less system is that every time you take an action you go on cooldown for a duration that depends on the cost of the action (and may not be fixed), and you can simply act at any time you aren't on cooldown. However, this is not generally a mechanic I've seen in an RPG (Feng Shui has a somewhat similar system, and I've seen it in board games like Red November). |
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#34 | |
Join Date: Aug 2004
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#35 |
Join Date: Jan 2008
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#36 | |
Join Date: Dec 2007
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#37 | |
Join Date: Jun 2022
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* But upon looking couldn't find it. |
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#38 | |
Join Date: Feb 2005
Location: Berkeley, CA
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For fixed turn length where wait changes your initiative, I think it would be hard to make smooth in play without some sort of mechanical FIFO to keep track of initiative. For example: Initiative is a deck of (face up) cards. When your card is on the top of the deck, it's your turn. When your turn comes up you may:
If you want variable action cost, you probably need some sort of initiative racetrack like you see on some board games. |
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#39 |
Join Date: Jan 2008
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#40 |
Join Date: Dec 2007
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They haven't finished stepping. Interrupting the character's movement with your wait doesn't freeze them in place.
Last edited by David Johnston2; 04-13-2023 at 11:57 PM. |
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Tags |
combat time, turn sequence, wait |
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