RobertBrus
Explorer
Hello,
I am trying to come up with a combat variant where Combat Rounds (CR) would be broken down into segments: say each CR would be made up of 3 or 4 segments. Much would stay the same, the main difference would be movement and actions would be segmented rather than each player does everything on their Combat Turn.
Basically I want to minimize the issue where higher Initiatives get to play out their 6 seconds of activity while everyone else, in effect, stands there and watches. By "pulsing" the player turns, it might create a greater sense of things happening more simultaneously rather than more static. However, I also understand the need for clean mechanics so that the game doesn't bog down.
So my question: do any of you have experience with this type of combat mechanics, and/or any suggestions to help clarify.
My thanks.
Bruce
I am trying to come up with a combat variant where Combat Rounds (CR) would be broken down into segments: say each CR would be made up of 3 or 4 segments. Much would stay the same, the main difference would be movement and actions would be segmented rather than each player does everything on their Combat Turn.
Basically I want to minimize the issue where higher Initiatives get to play out their 6 seconds of activity while everyone else, in effect, stands there and watches. By "pulsing" the player turns, it might create a greater sense of things happening more simultaneously rather than more static. However, I also understand the need for clean mechanics so that the game doesn't bog down.
So my question: do any of you have experience with this type of combat mechanics, and/or any suggestions to help clarify.
My thanks.
Bruce