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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="Water Bob" data-source="post: 6092941" data-attributes="member: 92305"><p>It is impossible because actual simultaneous movement and action is impossible in a face to face RPG. The best you can do is simulate it with a system like Classic Traveller where the results of the round aren't determined until the end of the round--when there is a damage phase.</p><p></p><p>For example, when the mage fires a lightning bolt at a orc and kills him, the orc still gets to go--still gets to have his action. Because damage is not applied until the damage phase.</p><p></p><p>This is still not real simultaneous movement, but I think it's the best we can do in a game.</p><p></p><p>....And, I guess you could come up with a Rock/Paper/Scissors type initiative system where no one knows what the others are doing--all a player (and the GM) has is the information of what happened last round. People write down their actions this round to declare them, then everybody reveals (can't change) what they are going to do at the same time.</p><p></p><p>It's still not real simultaneous action, but it simulates it well enough. The problem is when a character's actions effect another. The GM has to decide what happens first, or you go with the Classic Traveller thing where all damage is applied at the end of the round--yet that's not real simultaneous becuase, sometimes, people are stopped before they can act.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>But, this isn't true simultaneous action, because if it were, it would be possible, but not definite, that Persus' arrow hits and kills the orc before the orc can swing at Fjallarr. Going by what you've said here, the orc will always get his swing whether Persus' arrow kills him or not.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Not difficult, I guess, if you're used to that sort of play. I would think it time-consuming. I recognize it's 1E AD&D roots. But, regardless, it's only a simulation of simultaneous play, not real simultaneous action--just like all the other initiative and combat round systems.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6092941, member: 92305"] It is impossible because actual simultaneous movement and action is impossible in a face to face RPG. The best you can do is simulate it with a system like Classic Traveller where the results of the round aren't determined until the end of the round--when there is a damage phase. For example, when the mage fires a lightning bolt at a orc and kills him, the orc still gets to go--still gets to have his action. Because damage is not applied until the damage phase. This is still not real simultaneous movement, but I think it's the best we can do in a game. ....And, I guess you could come up with a Rock/Paper/Scissors type initiative system where no one knows what the others are doing--all a player (and the GM) has is the information of what happened last round. People write down their actions this round to declare them, then everybody reveals (can't change) what they are going to do at the same time. It's still not real simultaneous action, but it simulates it well enough. The problem is when a character's actions effect another. The GM has to decide what happens first, or you go with the Classic Traveller thing where all damage is applied at the end of the round--yet that's not real simultaneous becuase, sometimes, people are stopped before they can act. But, this isn't true simultaneous action, because if it were, it would be possible, but not definite, that Persus' arrow hits and kills the orc before the orc can swing at Fjallarr. Going by what you've said here, the orc will always get his swing whether Persus' arrow kills him or not. Not difficult, I guess, if you're used to that sort of play. I would think it time-consuming. I recognize it's 1E AD&D roots. But, regardless, it's only a simulation of simultaneous play, not real simultaneous action--just like all the other initiative and combat round systems. [/QUOTE]
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