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<blockquote data-quote="VHawkwinter" data-source="post: 9883493" data-attributes="member: 7040136"><p>In Realm of Stars I have 2-action combat turns in a 6 second round, based on a redesigned 3.0 combat with some bits from other OGL systems and a bunch of original work, but with special training you can squeeze in a third action of certain types (often a basic movement). The "default" for a check is that it takes one action (2-3s). That's as fast as you're likely to get. Outside of combat usable abilities, everything is generally expressed in minutes or hours, and if you want to do them faster, there are guidelines to raise the DC for faster execution. Like if you're doing library research, you're not rolling (or taking 10) every 3 seconds. And if you're working a job, you roll several times per day to determine how you did, but it's again not every 3 seconds. Usually outside combat you will have the option to take 10 unless you're trying to rush or don't have the skill to take 10. </p><p></p><p>A lot of it is from me trying to make it make sense in world and have decent gameplay as well. Pricing I have largely reworked around Labour and Material prices, and labour prices are based on a bunch of calculations relative to bare minimum subsistence survival costs. I'm not quite as worried about it being too much for people to remember, because I'm building it as a Mobile and PC app. The plan is to make the computer remember a lot of that stuff. You can still read the documents, but ideally the plan longterm: if you the player don't recall, your character sheet will recall for you. It will likely be a bit more under-the-hood complexity than 3.X, but less than GURPS 4, and probably also less than Shadowrun 4 (almost certainly better organised than SR4, I remember it being hard to find stuff in that game).</p><p></p><p>Anyway - out of combat, so far I am expressing things just in real world units of time, while having time be a tracked resource throught the day, or throughout weeks of downtime (the downtime loop is a core part of gameplay and is how you advance your character, amongst other things, but downtime is normally tracking hours per week, not seconds). I hadn't considered any potential need for an abstract noncombat time unit before this thread. But it definitely has me thinking about such topics now.</p></blockquote><p></p>
[QUOTE="VHawkwinter, post: 9883493, member: 7040136"] In Realm of Stars I have 2-action combat turns in a 6 second round, based on a redesigned 3.0 combat with some bits from other OGL systems and a bunch of original work, but with special training you can squeeze in a third action of certain types (often a basic movement). The "default" for a check is that it takes one action (2-3s). That's as fast as you're likely to get. Outside of combat usable abilities, everything is generally expressed in minutes or hours, and if you want to do them faster, there are guidelines to raise the DC for faster execution. Like if you're doing library research, you're not rolling (or taking 10) every 3 seconds. And if you're working a job, you roll several times per day to determine how you did, but it's again not every 3 seconds. Usually outside combat you will have the option to take 10 unless you're trying to rush or don't have the skill to take 10. A lot of it is from me trying to make it make sense in world and have decent gameplay as well. Pricing I have largely reworked around Labour and Material prices, and labour prices are based on a bunch of calculations relative to bare minimum subsistence survival costs. I'm not quite as worried about it being too much for people to remember, because I'm building it as a Mobile and PC app. The plan is to make the computer remember a lot of that stuff. You can still read the documents, but ideally the plan longterm: if you the player don't recall, your character sheet will recall for you. It will likely be a bit more under-the-hood complexity than 3.X, but less than GURPS 4, and probably also less than Shadowrun 4 (almost certainly better organised than SR4, I remember it being hard to find stuff in that game). Anyway - out of combat, so far I am expressing things just in real world units of time, while having time be a tracked resource throught the day, or throughout weeks of downtime (the downtime loop is a core part of gameplay and is how you advance your character, amongst other things, but downtime is normally tracking hours per week, not seconds). I hadn't considered any potential need for an abstract noncombat time unit before this thread. But it definitely has me thinking about such topics now. [/QUOTE]
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