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<blockquote data-quote="Jimmy_631" data-source="post: 5449712" data-attributes="member: 64701"><p>Found Feng Shui's Sequence and Shot Cost mechanic.</p><p><a href="http://journal.terrania.us/fengshui/shui-sequence.html" target="_blank">Feng Shui Sequence & Shots Briefing</a></p><p></p><p>Actually much cooler than what I had in mind, I like how it ticks down through the sequence and kind of breaks up the turn based mechanics of many games.</p><p></p><p>Thank you for all the replies!</p><p></p><p>I was thinking more of a turn based mechanic where you had an action budget, as another friend described my idea. Part of my plan was to balance d# damage with how much action it cost. A d4 dagger attack might cost 3, a d8 sword costs 5, and a d12 battleaxe costs 7.</p><p></p><p>My original idea was to roll minor actions into a movement budget. Keeping it simple, everything cost 1 movement to try. So a character with 6 speed or movement budget could move 2 spaces, open a door 1, move inside 1, close the door 1, and still have 1 left over if they wanted to turn on the lights in the dark room they just enterd or draw a flaming sword. </p><p></p><p>Then take that original movement budget a step further to include combat attacks. I figured lighter weapons allowed for more movement or even attacking twice in one round.</p><p></p><p>But I think gameplay might drag as players try to spend their entire budget. Like watching someone take minutes to decide where to place their last two troops in a Risk game. The movement example above is pretty complicated, what if you added drawing a dagger 1, throwing it 3, grabbing a jewel 1, and throwing it to your ally 1 before exiting the room.</p><p></p><p>Firebeetle, those are good ideas, too. But if players could tap some of the budget for modifiers for all their actions the turn time just gets longer.</p></blockquote><p></p>
[QUOTE="Jimmy_631, post: 5449712, member: 64701"] Found Feng Shui's Sequence and Shot Cost mechanic. [url=http://journal.terrania.us/fengshui/shui-sequence.html]Feng Shui Sequence & Shots Briefing[/url] Actually much cooler than what I had in mind, I like how it ticks down through the sequence and kind of breaks up the turn based mechanics of many games. Thank you for all the replies! I was thinking more of a turn based mechanic where you had an action budget, as another friend described my idea. Part of my plan was to balance d# damage with how much action it cost. A d4 dagger attack might cost 3, a d8 sword costs 5, and a d12 battleaxe costs 7. My original idea was to roll minor actions into a movement budget. Keeping it simple, everything cost 1 movement to try. So a character with 6 speed or movement budget could move 2 spaces, open a door 1, move inside 1, close the door 1, and still have 1 left over if they wanted to turn on the lights in the dark room they just enterd or draw a flaming sword. Then take that original movement budget a step further to include combat attacks. I figured lighter weapons allowed for more movement or even attacking twice in one round. But I think gameplay might drag as players try to spend their entire budget. Like watching someone take minutes to decide where to place their last two troops in a Risk game. The movement example above is pretty complicated, what if you added drawing a dagger 1, throwing it 3, grabbing a jewel 1, and throwing it to your ally 1 before exiting the room. Firebeetle, those are good ideas, too. But if players could tap some of the budget for modifiers for all their actions the turn time just gets longer. [/QUOTE]
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