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<blockquote data-quote="Wangalade" data-source="post: 6267382" data-attributes="member: 6691437"><p>I use something similar in my homebrew game. i use what i call counts or segments. each action takes a number of segments depending on how fast the action is. a normal action is 4 segments, a quick action is 3 segments, a slow is 5, etc. there is no combat "round", unless you consider the entire combat to be a round. each action must be decared and once the number of segments is passed it is completed. we keep track of it with a dice. the combat starts at segment 0 and everyone declares their actions and place a die faceup to represent the number of segments it will take for them to complete their action. once the action is completed, they declare their next action and change the die to represent a total number oif segments of both actions. the action is not completed till the end is because actions can be interrupted either by opponents or by the character deciding to do something else. I used to have each segment represent a quarter of a segment, but changed it to half a segment recently. the speed of actions are based more on relationships than on actual time to do something ion real life.</p><p></p><p>Before using segments, i was using rounds for my game. There hasn't been any change in the length of theatre or the mind combats, but when we use a battle grid it does seem to take longer than before. that result may have to do with the fact that i dont use the battle grid for small combats with just one or two opponents. I prefer this method of tracking time for my games. as was mentioned earlier specific time tracking is not accurate/useful for abstract combat. for storyteller systems or even systems like dnd with combat so nebulous, a more abstract round works better. but for systems that track specific actions, then a specific time needs to be applied to those actions. using specific non-abstract actions with abstract rounds, like some powers in 4e dnd just doesn't work. if you are going to be abstract, stay abstract. if you want more specific tactics, use more specific time tracking techniques.</p><p> </p><p>that's my rant</p></blockquote><p></p>
[QUOTE="Wangalade, post: 6267382, member: 6691437"] I use something similar in my homebrew game. i use what i call counts or segments. each action takes a number of segments depending on how fast the action is. a normal action is 4 segments, a quick action is 3 segments, a slow is 5, etc. there is no combat "round", unless you consider the entire combat to be a round. each action must be decared and once the number of segments is passed it is completed. we keep track of it with a dice. the combat starts at segment 0 and everyone declares their actions and place a die faceup to represent the number of segments it will take for them to complete their action. once the action is completed, they declare their next action and change the die to represent a total number oif segments of both actions. the action is not completed till the end is because actions can be interrupted either by opponents or by the character deciding to do something else. I used to have each segment represent a quarter of a segment, but changed it to half a segment recently. the speed of actions are based more on relationships than on actual time to do something ion real life. Before using segments, i was using rounds for my game. There hasn't been any change in the length of theatre or the mind combats, but when we use a battle grid it does seem to take longer than before. that result may have to do with the fact that i dont use the battle grid for small combats with just one or two opponents. I prefer this method of tracking time for my games. as was mentioned earlier specific time tracking is not accurate/useful for abstract combat. for storyteller systems or even systems like dnd with combat so nebulous, a more abstract round works better. but for systems that track specific actions, then a specific time needs to be applied to those actions. using specific non-abstract actions with abstract rounds, like some powers in 4e dnd just doesn't work. if you are going to be abstract, stay abstract. if you want more specific tactics, use more specific time tracking techniques. that's my rant [/QUOTE]
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