Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:core:combat:sequence [2023/09/10 22:25] jobrules:core:combat:sequence [2024/09/12 23:32] (current) – removed job
Line 1: Line 1:
-====== 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 [[rules:core:combat:sequence:asi|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 determines how many Action Sequence Increments an action takes.  All Actors involved in the Action Sequence calculate how many ASI their action(s) will take and those are mapped out on a running timeline of ASI.  For example, a short combat with two Actors, where one is knocked out very quickly might only take 10 ASI, whereas a large combat with many powerful Actors may take hundreds of ASI to resolve.  
- 
-For play around a table it is recommended that the GM keep record of the current Action Sequence Increment with a numerical counter on the table.  This could simply be scratch paper with a number written on it, a phone or calculator displaying a number, etc. 
- 
-Illustrative Example: although at the time this page was written the rules governing actions aren't fully fleshed out, here is a description of how the system is intended to work: all Action Sequences start on ASI 0.  Actors secretly decide what they intend to do after the GM has described the circumstance the Actors find themselves in, and announced that an Action Sequence has begun. At that point all Actors involved secretly choose the actions they intend to take, the points they intend to allocate toward them, and in an in-person game around a table, would use a stack of Card Props face down to commit to those actions secretly.  Meanwhile the other players are doing the same, perhaps discussing how they will coordinate Actions, while the GM is doing the same for all the NPC's or [[rules:core:actors:environmental|Environmental Actors]] involved in the Action Sequence. 
- 
-//Note: the term Action Sequence is used instead of Combat Sequence; that is intentional to reflect the fact that the same system can be used to flesh out dangerous or time-bound scenes in the game, like a car chase, flight from a rolling bolder trap, etc.//  
- 
- 
- 
----- 
- 
-== Links to this page: == 
-{{backlinks>.}}  
- 
-== Tags: == 
-{{tag>combat}}