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How long should a round represent?
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<blockquote data-quote="TwinBahamut" data-source="post: 5848278" data-attributes="member: 32536"><p>Actually, I disagree with this. You <em>don't</em> necessarily need to have a maximum range of movement determined by the literal "how fast can a character move in a given span of time" method. This is exactly why I argued that rounds should be a measure of stamina, rather than time. If they measure stamina, then it opens up a wide variety of forms of movement with different costs and benefits.</p><p></p><p>Let me pull out an example from a videogame that uses <em>very</em> abstract rounds: an alternate-world WW2 RPG called Valkyria Chronicles. I won't get into the details, but the rounds in this game have absolutely nothing to do with time (one character's action may take three seconds or five minutes depending on what you do, and time flows in real time during this process, and characters may even take multiple actions in a given round of play). Some characters, such as Scouts, can move very, very far during their turn because they are lightly equipped endurance runners moving at a light jog, and others, like Shocktroopers, move quickly but only for short distances because they are heavily-equipped and move at a sprint. Scouts let you position much more effectively, but Troopers are better at quickly moving past enemy fire. In a system like D&D traditionally has had, it would be impossible to have that kind of difference.</p><p></p><p>Basically, abstract time rounds require an abstraction, but they can still make perfect sense as long as rounds are still well defined.</p><p></p><p>This kind of initiative system is certainly a very common one, but mostly in videogames where the game can take care of the initiative tracking for you. Some of those go so far as to have the weight of your equipment significantly affect this number, with each action or weapon (even minor actions) also having an added cost that affects the time it takes until your next turn. This can get pretty complicated, so it is hard to recommend it for tabletop games where this all has to be tracked by hand.</p><p></p><p>Still, this kind of system might work, if it could be presented in an easy-to-use manner.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5848278, member: 32536"] Actually, I disagree with this. You [i]don't[/i] necessarily need to have a maximum range of movement determined by the literal "how fast can a character move in a given span of time" method. This is exactly why I argued that rounds should be a measure of stamina, rather than time. If they measure stamina, then it opens up a wide variety of forms of movement with different costs and benefits. Let me pull out an example from a videogame that uses [i]very[/i] abstract rounds: an alternate-world WW2 RPG called Valkyria Chronicles. I won't get into the details, but the rounds in this game have absolutely nothing to do with time (one character's action may take three seconds or five minutes depending on what you do, and time flows in real time during this process, and characters may even take multiple actions in a given round of play). Some characters, such as Scouts, can move very, very far during their turn because they are lightly equipped endurance runners moving at a light jog, and others, like Shocktroopers, move quickly but only for short distances because they are heavily-equipped and move at a sprint. Scouts let you position much more effectively, but Troopers are better at quickly moving past enemy fire. In a system like D&D traditionally has had, it would be impossible to have that kind of difference. Basically, abstract time rounds require an abstraction, but they can still make perfect sense as long as rounds are still well defined. This kind of initiative system is certainly a very common one, but mostly in videogames where the game can take care of the initiative tracking for you. Some of those go so far as to have the weight of your equipment significantly affect this number, with each action or weapon (even minor actions) also having an added cost that affects the time it takes until your next turn. This can get pretty complicated, so it is hard to recommend it for tabletop games where this all has to be tracked by hand. Still, this kind of system might work, if it could be presented in an easy-to-use manner. [/QUOTE]
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