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Legends and Lore - What Can You Do?
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<blockquote data-quote="Szatany" data-source="post: 5741209" data-attributes="member: 21178"><p>First L&L that I feel like I need comment on.</p><p>There are many many ways of breaking down individual character's turn into actions/blocks/steps. Giving a player one action to do each turn (and this is not the same as doing one thing) isn't necessarily a bad thing, as long as A) the player still has a good amount of choices to make and B) all play styles are still covered. B means that the round should be structured in such a way that doesn't punish either skirmishers, nor melee types or ranged types. We have that right now with 3e/4e turn structure. We can also have that with a single action per turn. I can think of at least two ways to do this:</p><p>1. You have one action per turn and you choose it from a list. Each choice incorporates both activity and movement in varying capacity. For example you have full move action (move up to your speed), skirmish action (move up to half you speed and attack), charge (move up to your speed in straight line and attack), focused attack (move up to 1 square and attack with +2 bonus to hit), etc. Pros - one action means rounds will flow smoothly and swiftly. Cons - you need a large amount of actions and browsing through them might take inexperienced players some time.</p><p>2. You have one action per turn and actions govern the "big stuff" you do - attacks, spellcasting etc. Movement is not covered by actions but has its own devoted mini-system. Under this option, your speed grants you speed points (say, speed of 30 ft. means you have 6 SP). Each turn you can spend those points to move, to stand up, crawl jump etc. but they are generally independent of main action you take. For example, you could spend 2 SP to jump onto a table, then cast a spell with your action, then spend another 4 points to move 4 squares somewhere.</p></blockquote><p></p>
[QUOTE="Szatany, post: 5741209, member: 21178"] First L&L that I feel like I need comment on. There are many many ways of breaking down individual character's turn into actions/blocks/steps. Giving a player one action to do each turn (and this is not the same as doing one thing) isn't necessarily a bad thing, as long as A) the player still has a good amount of choices to make and B) all play styles are still covered. B means that the round should be structured in such a way that doesn't punish either skirmishers, nor melee types or ranged types. We have that right now with 3e/4e turn structure. We can also have that with a single action per turn. I can think of at least two ways to do this: 1. You have one action per turn and you choose it from a list. Each choice incorporates both activity and movement in varying capacity. For example you have full move action (move up to your speed), skirmish action (move up to half you speed and attack), charge (move up to your speed in straight line and attack), focused attack (move up to 1 square and attack with +2 bonus to hit), etc. Pros - one action means rounds will flow smoothly and swiftly. Cons - you need a large amount of actions and browsing through them might take inexperienced players some time. 2. You have one action per turn and actions govern the "big stuff" you do - attacks, spellcasting etc. Movement is not covered by actions but has its own devoted mini-system. Under this option, your speed grants you speed points (say, speed of 30 ft. means you have 6 SP). Each turn you can spend those points to move, to stand up, crawl jump etc. but they are generally independent of main action you take. For example, you could spend 2 SP to jump onto a table, then cast a spell with your action, then spend another 4 points to move 4 squares somewhere. [/QUOTE]
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