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General Tabletop Discussion
*Dungeons & Dragons
A Time-Based Combat System for 5e (2014): Replacing Actions with Seconds and Making Movement Matter
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<blockquote data-quote="M_Natas" data-source="post: 9851046" data-attributes="member: 7025918"><p>This definitely isn’t trying to be a true continuous-time system like HackMaster. I’m still very intentionally keeping rounds and turn order intact. The “seconds” are really just a way of breaking open what happens inside a 6-second round, not a claim that time is literally being tracked continuously. In practice it probably is closer to an action-point system, just with a fiction-first label that matches the six-second round the game already talks about.</p><p>The reason I didn’t go full continuous count is mostly table practicality. HackMaster does that really well, but it also changes initiative, pacing, and bookkeeping in ways that are a much bigger departure from 5e than I’m aiming for. I wanted something that could drop into a normal 5e game without everyone having to relearn how turns themselves work.</p><p>So I’m less trying to model real time passing and more trying to make tradeoffs between attacking, casting, and positioning clearer and more flexible than Action/Bonus Action currently allows.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9851046, member: 7025918"] This definitely isn’t trying to be a true continuous-time system like HackMaster. I’m still very intentionally keeping rounds and turn order intact. The “seconds” are really just a way of breaking open what happens inside a 6-second round, not a claim that time is literally being tracked continuously. In practice it probably is closer to an action-point system, just with a fiction-first label that matches the six-second round the game already talks about. The reason I didn’t go full continuous count is mostly table practicality. HackMaster does that really well, but it also changes initiative, pacing, and bookkeeping in ways that are a much bigger departure from 5e than I’m aiming for. I wanted something that could drop into a normal 5e game without everyone having to relearn how turns themselves work. So I’m less trying to model real time passing and more trying to make tradeoffs between attacking, casting, and positioning clearer and more flexible than Action/Bonus Action currently allows. [/QUOTE]
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A Time-Based Combat System for 5e (2014): Replacing Actions with Seconds and Making Movement Matter
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