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Old 04-21-2018, 06:10 PM   #11
malloyd
 
Join Date: Jun 2006
Default Re: Pulling your punches and delaying your turn

Quote:
Originally Posted by Anaraxes View Post
The phrase "lose a turn" only makes sense if you assume there's an extra round clock counting away, and that those round boundaries are important.
I think Kromm messed up his example. It's perhaps clearer to think of it not as "changing the sequence" but as "lengthening the intervals between a pair of your turns". If your first action is a 0.0 seconds, and you lengthen your turn interval from 1 to say 1.2 seconds in order to go after people who are slightly slower than you are, that's fine, but you've moved your spot in the order for the rest of the fight, since your further actions come at 1 second intervals after that, at 2.2, 3.2, 4.2.... If you want to act at 3.0 instead, so as to get back to your original spot in the sequence, you can't act a 2.2 and then shorten the delay to 0.8 seconds, you have to "skip" the action at 2.2, lengthening the delay to 1.8, so you act on 0, 1.2, 3.0.
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Old 04-21-2018, 11:20 PM   #12
ArchonShiva
 
Join Date: Sep 2004
Location: Montréal, Québec
Default Re: Pulling your punches and delaying your turn

Well, as far as official ruling goes, unless he amends it, that’s what he said and that’s what it is.
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Old 04-22-2018, 06:44 AM   #13
malloyd
 
Join Date: Jun 2006
Default Re: Pulling your punches and delaying your turn

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Originally Posted by ArchonShiva View Post
Well, as far as official ruling goes, unless he amends it, that’s what he said and that’s what it is.
It makes no sense though. Try it with just two people

A
B

B

B
A


the sequence goes to ..AB(ABBBA)BA...

He could just outright skip his action on that middle turn

A
B

B

A
B

and the sequence goes to ..AB(ABBA)BA.. (remember no turn boundaries, so I don't need to put the () on one) and be better off. A ruling that results in it being *worse* than skipping a turn to wait until later and not even move back is I think fairly obviously broken.
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