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Help needed with Alternate "Initiative" System
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<blockquote data-quote="Danyael" data-source="post: 3264978" data-attributes="member: 46133"><p>I don't know you guys, but most video game RPG designers have learned a lot with tabletop games. It seems that they should return the favor; why are we still using "turn-based" mechanics, and start using a dynamic action system?</p><p></p><p>I've been analyzing video games for a while, and although it is very difficult (actually, it's nearly impossible), a "dynamic" system, where your character is actually running while someone is shooting arrows at you, could be done.</p><p></p><p>I don't know how many systems have done this (and done it right), but this is my approach:</p><p></p><p>(Help is needed as stated... Read first)</p><p></p><p>You have a 10 x 10 chart, with ten rows, each with the numbers 1 - 10:</p><p></p><p></p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p>1 2 3 4 5 6 7 8 9 10</p><p></p><p></p><p>Something like this. Now, let's say your character wants to attack his opponent, which costs 15 points (just an example, not the real thing). Your character has declared his intentions at time 0 (out of the chart) and assuming he is near his target when time 15 (5 on the second row) comes up, you resolve the attack roll.</p><p></p><p>Actually, it is very simple (but large scale battles need tokens of different colors and symbols to represent your character's action at any given moment).</p><p></p><p>The cost is adjustable at the cost of some penalties and blah blah blah. The main problem I'm facing is MOVEMENT. Movement varies and apparently, you could "choose" your speed cost, since you can determine if you just want to "walk" or "sprint" (the latter being a skill for not so obvious reasons).</p><p></p><p>Just think about it and give me a scream.</p><p></p><p>Crazy huh? It's just a start for what is supposed to be a reality in RPG's long ago.</p></blockquote><p></p>
[QUOTE="Danyael, post: 3264978, member: 46133"] I don't know you guys, but most video game RPG designers have learned a lot with tabletop games. It seems that they should return the favor; why are we still using "turn-based" mechanics, and start using a dynamic action system? I've been analyzing video games for a while, and although it is very difficult (actually, it's nearly impossible), a "dynamic" system, where your character is actually running while someone is shooting arrows at you, could be done. I don't know how many systems have done this (and done it right), but this is my approach: (Help is needed as stated... Read first) You have a 10 x 10 chart, with ten rows, each with the numbers 1 - 10: 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Something like this. Now, let's say your character wants to attack his opponent, which costs 15 points (just an example, not the real thing). Your character has declared his intentions at time 0 (out of the chart) and assuming he is near his target when time 15 (5 on the second row) comes up, you resolve the attack roll. Actually, it is very simple (but large scale battles need tokens of different colors and symbols to represent your character's action at any given moment). The cost is adjustable at the cost of some penalties and blah blah blah. The main problem I'm facing is MOVEMENT. Movement varies and apparently, you could "choose" your speed cost, since you can determine if you just want to "walk" or "sprint" (the latter being a skill for not so obvious reasons). Just think about it and give me a scream. Crazy huh? It's just a start for what is supposed to be a reality in RPG's long ago. [/QUOTE]
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Help needed with Alternate "Initiative" System
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