04-21-2018, 06:10 PM | #11 |
Join Date: Jun 2006
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Re: Pulling your punches and delaying your turn
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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-- MA Lloyd |
04-21-2018, 11:20 PM | #12 |
Join Date: Sep 2004
Location: Montréal, Québec
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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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Per-based Stealth isn’t remotely as awkward as DX-based Observation. |
04-22-2018, 06:44 AM | #13 | |
Join Date: Jun 2006
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Re: Pulling your punches and delaying your turn
Quote:
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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-- MA Lloyd |
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