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<blockquote data-quote="Asmor" data-source="post: 6266862" data-attributes="member: 1154"><p>I'm actually working on a system like this myself. I'm using 12 segments (and will probably not be going with a circle just because it's tough to make 12 segments of meaningful size), labeled 0-11.</p><p></p><p>The segments have markings, which are used to key off certain abilities. For example, every 3rd segment has a triangle, every 4th a square, etc. There are symbols for 1, 2, 3, 4, and 6 parts per cycle.</p><p></p><p>This allows me to, for example, have 'mooks' which always act on segments 0 and 6, without having to track their initiatives separately.</p><p></p><p>The main idea is that whenever you take an action, you also trigger certain effects based on what segments you pass over. So if you're on fire and burning on triangles, then you'll take some fire damage every time you pass over a triangle.</p><p></p><p>Everything triggers at segment 0, and that also acts as the 'round' marker, for certain effects which would be once-per-round things in other RPGs.</p><p></p><p>One of the things I think it really neat about the system I'm working on are action points. PCs will usually get action points on 0 and 6. They can also gain an action point at any time by delaying themselves 2 segments. Action points can be used to reduce the time an action takes (1 point for 1 segment), to reduce damage from attacks (which is the main reason you'd want to use the delay option--lacking action points when you really need them) and hypothetically could be used for certain character abilities as well, although I haven't designed any yet.</p></blockquote><p></p>
[QUOTE="Asmor, post: 6266862, member: 1154"] I'm actually working on a system like this myself. I'm using 12 segments (and will probably not be going with a circle just because it's tough to make 12 segments of meaningful size), labeled 0-11. The segments have markings, which are used to key off certain abilities. For example, every 3rd segment has a triangle, every 4th a square, etc. There are symbols for 1, 2, 3, 4, and 6 parts per cycle. This allows me to, for example, have 'mooks' which always act on segments 0 and 6, without having to track their initiatives separately. The main idea is that whenever you take an action, you also trigger certain effects based on what segments you pass over. So if you're on fire and burning on triangles, then you'll take some fire damage every time you pass over a triangle. Everything triggers at segment 0, and that also acts as the 'round' marker, for certain effects which would be once-per-round things in other RPGs. One of the things I think it really neat about the system I'm working on are action points. PCs will usually get action points on 0 and 6. They can also gain an action point at any time by delaying themselves 2 segments. Action points can be used to reduce the time an action takes (1 point for 1 segment), to reduce damage from attacks (which is the main reason you'd want to use the delay option--lacking action points when you really need them) and hypothetically could be used for certain character abilities as well, although I haven't designed any yet. [/QUOTE]
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