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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 ===== | ||
| - | When playing around a table with [[rules: | ||
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| - | - GM: inform the players that a Combat Action Sequence has begun, and describe the circumstance, | ||
| - | - GM: place the Combat Action Sequence Continuum prop on the gaming table and provide one or more unique tokens in matching pairs to each player, keeping 1-2 pairs for each NPC Actor involved. | ||
| - | - Players: draw cards from the various stacks on the table for each Stat, Ability, and Skilled Action on their Actor' | ||
| - | - Players & DM: begin secretly planning the Actions(s) their Actors will take. Remember: actions take place in the order they are declared. | ||
| - | - Decide on the first action they will take and draw the corresponding [[rules: | ||
| - | - If the Action is an attack on an opponent, draw a Location card from the community pile into your hand. This represents the location your Actor intends to attack. | ||
| - | - Draw from your character card piles created in Step 3 above the required number of AP (FIT or WIT) into your hand of cards in front of the Specific Action card. Usually this is a 1 point Ante to entitle the Actor to take the chosen action but not always. Consult the Action Card to be sure. | ||
| - | - Decide how many Stat Points will be invested in the Action. | ||
| - | - Now calculate the ASI number the action will go on. By way of example, let's assume the Action was readying a [[rules: | ||
| - | - Place your hand of cards face down on the table to make an " | ||
| - | - Wait for all other players and the GM to also complete making one Action Stack. | ||
| - | - GM: once all participants have completed their Action Stacks, place one of the unique token pairs on top of the Action Stack of one of the NPC actors the GM is controlling, | ||
| - | - Players: in any order declare the ASI their action will go on to the GM by placing one of the unique token pairs on top of their Actor' | ||
| - | - Now that all participants have chosen one Action and the order all actions will go in is visible to all on the Action Sequence Continuum, participants may repeat the steps above to select 2nd actions, 3rd actions, and so on, up to the limit of their [[rules: | ||
| - | - GM: when no one chooses to declare any more Actions the GM begins adjudicating each Action that has been declared in the order they appear on the Continuum, beginning with the lowest ASI. | ||
| - | - As Actions result in Stat Damage of the Actors involved in combat, effected Actors must immediately remove the corresponding Stat Points from any Point Pools represented by the character card piles created in Step 3 above that weren' | ||
| - | - At any time after any Action on the Continuum has been resolved, but before the GM begins to adjudicate the next Action, any participant in the combat may declare one or more new Actions provided that they have the AP & Stat Points to do so, either because: | ||
| - | - They held those points in reserve | ||
| - | - A prior Action they declared was completed and the Stat Points dedicated to it were returned to their Pools | ||
| - | - Or because they Aborted Actions as a result of Damage points | ||
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| - | == Links to this page: == | ||
| - | {{backlinks> | ||
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| - | == Tags: == | ||
| - | {{tag> | ||
