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rules:core:combat:sequence [2023/09/10 21:36] jobrules:core:combat:sequence [2024/09/12 23:32] (current) – removed job
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-====== Action Sequence ====== 
  
-Unlike other game systems that break down combat into a number or rounds, each spanning a specific period of time during which actors are assumed to be taking several actions like attacking and dodging that do or don't result in damage at the end of the round, ND1 takes a different approach where each individual attack, such as a specific type of sword thrust, or defensive action, like dodging a sword thrust, takes a variable length of time calculated in Action Sequence Increments (ASI), depending on what the actors involved do.  There are no combat rounds, instead, all actions take place on a continuum where Actors spend [[rules:core:action-system:action-points|Action Points]] on [[rules:core:action-system:actions:|Actions]] and that process determinses   
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-Each round of combat is divided into these steps, or "phases", that must be followed in the order listed: 
-  - [[rules:core:combat:sequence:initial-stance|Select Initial Stance]] 
-  - [[rules:core:combat:sequence:select-actions|Select Actions]] 
-  - [[rules:core:combat:sequence:observe|Observe Foe]] 
-  - [[rules:core:combat:sequence:adjust-actions|Adjust Actions]] 
-  - [[rules:core:combat:sequence:resolve-outcomes|Resolve Outcomes]] 
-  - [[rules:core:combat:sequence:final-stance|Select Final Stance]] 
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-== Links to this page: == 
-{{backlinks>.}}  
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-== Tags: == 
-{{tag>combat}}