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Idle Musings: Inverted Interrupts, Focus Fire, and Combat Flow
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<blockquote data-quote="Crazy Jerome" data-source="post: 5852459" data-attributes="member: 54877"><p>Now that we've settled down from the initial round of discussion, let's address the first tricky handling issue: How best to track "engaged" or "disengaged" in such a system, that won't end up eating too much into the benefits of the system. </p><p> </p><p>The essential nature of the problem is this. We want the "normal" thing to be that most creatures are engaged most rounds. So ideally, we'd like to be able to track only the "disengaged" state. Yet, "disengaged" in this system is a negative thing, which you can't easily test for. Or rather, it is defined as, "over the last round, nothing happened that caused me to be engaged."</p><p> </p><p></p><p>I can think of three semi-reasonable ways to handle the tracking: <ol> <li data-xf-list-type="ol">Eyeball it, with the default being that if you can't assert "disengaged" for a creature, it isn't. Wizbang's turn comes around. Player starts to do something, then says, "Wait a second. No one even tried to hit me this time, I didn't move, and I attempted no saving throws. I'm disengaged!"</li> <li data-xf-list-type="ol">Mark with some standard token that every creature is "disengaged" at the end of their action. We are probably assuming a cyclic initiative with this one. If you do anything or have done to you anything that "engages" you, you lose the token. If you've still got it next time you start to act, you are disengaged. Obviously, you can do this with tick marks or other tracking systems, too.</li> <li data-xf-list-type="ol">For a side by side initiative system, declare intents to engage but not exact means, before initiative is rolled each round. If someone went after you, you are engaged, whether they hit you or not. If someone didn't go after you, and you did nothing else to change it, you are disengaged.</li> </ol><p>Note that there are some different expectations of what exactly makes you engaged or disengaged there. Since part of the purpose of such a system is to speed up play, then some engaged triggers might need subtle differences depending upon the tracking method chosen.</p><p> </p><p>Better ideas?</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5852459, member: 54877"] Now that we've settled down from the initial round of discussion, let's address the first tricky handling issue: How best to track "engaged" or "disengaged" in such a system, that won't end up eating too much into the benefits of the system. The essential nature of the problem is this. We want the "normal" thing to be that most creatures are engaged most rounds. So ideally, we'd like to be able to track only the "disengaged" state. Yet, "disengaged" in this system is a negative thing, which you can't easily test for. Or rather, it is defined as, "over the last round, nothing happened that caused me to be engaged." I can think of three semi-reasonable ways to handle the tracking:[LIST=1] [*]Eyeball it, with the default being that if you can't assert "disengaged" for a creature, it isn't. Wizbang's turn comes around. Player starts to do something, then says, "Wait a second. No one even tried to hit me this time, I didn't move, and I attempted no saving throws. I'm disengaged!" [*]Mark with some standard token that every creature is "disengaged" at the end of their action. We are probably assuming a cyclic initiative with this one. If you do anything or have done to you anything that "engages" you, you lose the token. If you've still got it next time you start to act, you are disengaged. Obviously, you can do this with tick marks or other tracking systems, too. [*]For a side by side initiative system, declare intents to engage but not exact means, before initiative is rolled each round. If someone went after you, you are engaged, whether they hit you or not. If someone didn't go after you, and you did nothing else to change it, you are disengaged. [/LIST]Note that there are some different expectations of what exactly makes you engaged or disengaged there. Since part of the purpose of such a system is to speed up play, then some engaged triggers might need subtle differences depending upon the tracking method chosen. Better ideas? [/QUOTE]
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