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<blockquote data-quote="UngeheuerLich" data-source="post: 5633134" data-attributes="member: 59057"><p>hmmh... they move because they were burnt when you hit them on your turn? </p><p></p><p>You may not forget how turns work: Basically they all happen simultaneously... but they are spread out, because it is very complicated to go through several steps.</p><p></p><p>So actually end of turn makes more sense, because at the start of their turn, there may not have been a ball of fire at all next to them... complicated? yes! Argumenting with reality fails if you think to hard about the exact timing...</p><p></p><p>Older systems tried to emulate it better: they spread out turns into several phases:</p><p>ranged phase, moveing phase, melee phase etc...</p><p></p><p>Other systems try to emulate high initiative by forcing the lowest player to decide first what they like to do and resolve those actions in opposite order...</p><p></p><p>To go bak to the topic:</p><p>Both timings of the damage actually have controll effects:</p><p></p><p>-beginning of turn: spreading out is important</p><p></p><p>-end of turn: running away helps</p><p></p><p>I guess however, end of damage is more balanced.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5633134, member: 59057"] hmmh... they move because they were burnt when you hit them on your turn? You may not forget how turns work: Basically they all happen simultaneously... but they are spread out, because it is very complicated to go through several steps. So actually end of turn makes more sense, because at the start of their turn, there may not have been a ball of fire at all next to them... complicated? yes! Argumenting with reality fails if you think to hard about the exact timing... Older systems tried to emulate it better: they spread out turns into several phases: ranged phase, moveing phase, melee phase etc... Other systems try to emulate high initiative by forcing the lowest player to decide first what they like to do and resolve those actions in opposite order... To go bak to the topic: Both timings of the damage actually have controll effects: -beginning of turn: spreading out is important -end of turn: running away helps I guess however, end of damage is more balanced. [/QUOTE]
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