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General Tabletop Discussion
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Variable actions per round system and question about DEFENSE/MENTAL DEFENSE
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<blockquote data-quote="GMMichael" data-source="post: 6297831" data-attributes="member: 6685730"><p>Drama isn't in the number of actions so much as in what the actions allow. If an action is defined as, "a simple movement, attack, or skill use" then your activities will look pretty simple, right?</p><p></p><p>What if an action is "6 seconds of activity?" That leaves a really large space for creativity. But it brings us to the next problem:</p><p></p><p>A player who can describe and justify more (and more dramatic) activity gets more out of the game than one who can't. Enter your parameter: apply a cumulative 1-die penalty to additional actions. This puts a damper on additional activities, but it doesn't stop them. And it enables the character with larger dice pools to do more (significantly more?) than other characters.</p><p></p><p>Important note: doing more is a lethal advantage in combat.</p><p></p><p>Doing more during your turn also divides combat into larger segments. Think about the turn-based combat system. All players can't act at once. It's too difficult for the GM to adjudicate and control. So you divide combat up into digestible segments. Well, adding more actions to a character's turn brings the game style closer to a play-by-post game than a tabletop game.</p><p></p><p>My major concern: combat loses its realism when other characters must stand still while watching one character do lots of dramatic things.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6297831, member: 6685730"] Drama isn't in the number of actions so much as in what the actions allow. If an action is defined as, "a simple movement, attack, or skill use" then your activities will look pretty simple, right? What if an action is "6 seconds of activity?" That leaves a really large space for creativity. But it brings us to the next problem: A player who can describe and justify more (and more dramatic) activity gets more out of the game than one who can't. Enter your parameter: apply a cumulative 1-die penalty to additional actions. This puts a damper on additional activities, but it doesn't stop them. And it enables the character with larger dice pools to do more (significantly more?) than other characters. Important note: doing more is a lethal advantage in combat. Doing more during your turn also divides combat into larger segments. Think about the turn-based combat system. All players can't act at once. It's too difficult for the GM to adjudicate and control. So you divide combat up into digestible segments. Well, adding more actions to a character's turn brings the game style closer to a play-by-post game than a tabletop game. My major concern: combat loses its realism when other characters must stand still while watching one character do lots of dramatic things. [/QUOTE]
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