Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6091390" data-attributes="member: 4937"><p>Turn based movement is an ease of play abstraction. It has enormous numbers of difficulties, which a DM ought to occasionally be willing to deal with by on the fly rulings whenever the rules are breaking player emmersion and creating low fidelity.</p><p></p><p>However, in general the problems created by turn based resolutions are smaller, much much smaller, than the problems created by attempting to create high fidelity less abstract resolutions.</p><p></p><p>It's pretty easy to increase the accuracy of a turn based resolution system with respect to capturing analog movement. You simply increase the sampling rate by decreasing the amount of time covered by the abstract round. Often this ends up involving a multi-tiered timing system with larger turns and smaller rounds, segments or impulses. The smaller the amount of time covered in a round, the smaller the 'squares' you can occupy, then the greater fidelity you will have to realities continuous analog experience. However, this tends to be chasing something down the rabbit hole. The more you try to make the actions in a round concrete representations of reality, the more you tend to slip into an 'uncanny valley' where the lack of adherence to expectation more and more annoys. Worse yet, the time required to resolve the combat increases exponentially. Instead of resolving combats in 2 or 3 or 5 or 20 rounds, you may well need 100 or 200 rounds for a combat involving very careful time tracking as actions will typically be ongoing over a different number of rounds for each actor. You might start a 5 round action in turn 6, while the other player has started a 3 round action in turn 4, the spellcaster has a 6 round action that they started in round 2, and the monster is in the midst of a 10 round action begun on round 1. This involves a lot of mental overhead and bookkeeping, and tends to make combat drrrraaaaaggggggg and bog down your story as combats take up a greater and greater percentage of play time. Ironically, what may have started with the intention of having more exciting and more interesting combats, will often result in rules sets that encourage players to avoid combat as a resolution method simply because of the crushing time burden it imposes.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6091390, member: 4937"] Turn based movement is an ease of play abstraction. It has enormous numbers of difficulties, which a DM ought to occasionally be willing to deal with by on the fly rulings whenever the rules are breaking player emmersion and creating low fidelity. However, in general the problems created by turn based resolutions are smaller, much much smaller, than the problems created by attempting to create high fidelity less abstract resolutions. It's pretty easy to increase the accuracy of a turn based resolution system with respect to capturing analog movement. You simply increase the sampling rate by decreasing the amount of time covered by the abstract round. Often this ends up involving a multi-tiered timing system with larger turns and smaller rounds, segments or impulses. The smaller the amount of time covered in a round, the smaller the 'squares' you can occupy, then the greater fidelity you will have to realities continuous analog experience. However, this tends to be chasing something down the rabbit hole. The more you try to make the actions in a round concrete representations of reality, the more you tend to slip into an 'uncanny valley' where the lack of adherence to expectation more and more annoys. Worse yet, the time required to resolve the combat increases exponentially. Instead of resolving combats in 2 or 3 or 5 or 20 rounds, you may well need 100 or 200 rounds for a combat involving very careful time tracking as actions will typically be ongoing over a different number of rounds for each actor. You might start a 5 round action in turn 6, while the other player has started a 3 round action in turn 4, the spellcaster has a 6 round action that they started in round 2, and the monster is in the midst of a 10 round action begun on round 1. This involves a lot of mental overhead and bookkeeping, and tends to make combat drrrraaaaaggggggg and bog down your story as combats take up a greater and greater percentage of play time. Ironically, what may have started with the intention of having more exciting and more interesting combats, will often result in rules sets that encourage players to avoid combat as a resolution method simply because of the crushing time burden it imposes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
Top