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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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| - | // | ||
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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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| - | ===== Action Sequence Timeline ===== | ||
| - | This term refers to any [[rules: | ||
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| - | A visual example of an Action Sequence Timeline: | ||
| - | (insert picture here of a battle mat with tokens and card stacks) | ||
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| - | ===== Procedure ===== | ||
| - | When playing around a table with [[rules: | ||
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| - | - **Begin Combat (GM):** inform the players that a Combat Action Sequence has begun, and describe the circumstance, | ||
| - | - **Setup the Phase Continuum (GM):** place the Combat Action Sequence Timeline 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. | ||
| - | - **Draw Actor Card Stacks (Players): | ||
| - | - **Plan 1st Actions:** Players & GM begin secretly planning the Actions(s) their Actors will take. Remember: actions take place in the order they are declared if an Actor will have more than one Action on the Continuum. | ||
| - | - **Choose Action:** Decide on the first action they will take and draw the corresponding [[rules: | ||
| - | - **Draw Location Card (situational): | ||
| - | - **Ante Action Points:** 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. | ||
| - | - **Invest Stat Points:** decide how many Stat Points will be invested in the Action. | ||
| - | - **Calculate Phase Number:** now calculate the Phase number when the action will be resolved. | ||
| - | - **Place 1st Action Stacks:** place your hand of cards face down on the table to make an " | ||
| - | - **Declare NPC Actions (GM):** once all participants have completed their Action Stacks, place one of the unique token of a pair on top of the Action Stack of one of the NPC actors the GM is controlling, | ||
| - | - **Declare PC Actions (Players): | ||
| - | - **Declare Additional Actions (optional): | ||
| - | - **Resolve DBCs (GM):** when no one chooses to declare any more Actions the GM begins adjudicating the [[rules: | ||
| - | - **Apply Damage:** 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' | ||
| - | - **Declare Additional Actions:** at any time after all Actions on the current Phase have been resolved, but before the GM begins to adjudicate Actions already declared on the next consecutive Phase, 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 AP & Stat Points dedicated to it were returned to their Pools | ||
| - | - They Aborted Actions as a result of Damage points and now have more AP & Stat Points to bid | ||
| - | - **Continue Repeating Steps 8-9 until combat is resolved** | ||
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| - | ---- | ||
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| - | == Links to this page: == | ||
| - | {{backlinks> | ||
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| - | == Tags: == | ||
| - | {{tag> | ||
