*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 02:36:19 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Initiative Questions/Idea  (Read 824 times)
DevP
Member

Posts: 576


WWW
« on: May 31, 2004, 11:57:50 AM »

(1) Can actions be held? If I wanted this, what kinds of limits should I impose?

(2) I had an initiative idea that's cool, but needs some fixing. Whereas the player would be rolling Adroitness # dice for their number of actions, we could instead make a deck of cards, wherein there's one card representing each of the player's default actions. So just add the representative cards for each person's actions, shuffle together, and you now have an easy queue for turn order and the like. It even feels a bit CRPGish, which can be a plus.

So, how would you account for:
- aborting an action in order to parry?
- abilities that allow for adding extra actions?
Logged

Clinton R. Nixon
Moderator
Member
*
Posts: 2624


WWW
« Reply #1 on: May 31, 2004, 01:56:48 PM »

My on-the-spot ruling for question 1 is that actions can be held. If you would like a limit, the action can be held until the next character acts against yours.

I dig your card-based idea. I would recommend having people reserve a number of cards equal to how often they want to parry, which changes the game a bit, but not horribly.
Logged

Clinton R. Nixon
CRN Games
DevP
Member

Posts: 576


WWW
« Reply #2 on: May 31, 2004, 04:12:55 PM »

I think I never mentioned that I was talking about Donjon. Lo, I was. :)
Logged

Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!