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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 [[rules: | ||
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| - | 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. | ||
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| - | 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 [[rules: | ||
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| - | //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.// | ||
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| - | ===== Procedure ===== | ||
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| - | ===== Action Sequence Continuum ===== | ||
| - | This term refers to any [[rules: | ||
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| - | See the [[rules: | ||
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| - | ---- | ||
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| - | == Links to this page: == | ||
| - | {{backlinks> | ||
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| - | == Tags: == | ||
| - | {{tag> | ||
