Post by Oniryukain on Aug 11, 2006 23:25:36 GMT -5
Turn Based System, much like a console or traditional RPG or even PnP, one person goes then the next in a certain order to provide rolls to do battle/special with a being/object. These are not often done due to how long they do usually get but they are common enough to have a set of rules for player.
It seems time that the Turn Base System used by some DMs be listed here for player familiarity so they don't need to constantly seem lost and question the DM (thusly eating up time in these often very long events). Thusly I will list my rules so far, a few more additions will be made to my listing, in a reply, but a bit busy with other things at the moment.
So I ask those that use similar systems please list their verison, or at least a partial list of their verison.
Though some common parts shared with other verisons:
-Dex or 1d20 to determine Turn Order
-Turn = When you are up
-Round = When you have went and your turn is up again
-Each character has 1 turn per round
-Each character has 2 actions per turn
(more can be added here once we do figure out similarites)
Some of my ruleset for Turnbased, more to come when I get time to add them:
-Haste extends actions to 4 actions per turn for 1 or 2 rounds (depends), for Characters and Opposed NPC(s) only
-Controlled NPC(s) (summons, etc.) get 1 action per turn (though may be skipped by DM, if time is issue)
-Opposed NPC(s) (monster, man wearing cow mask, etc.) gets 1-4 actions per turn, usually based on size/Dex
-Actions = Moves taken by those involved with the following exceptions: equipping weapons/helms/shields/misc. equipment (must be RP’ed though), talking, moving under 10 feet (up to DM to determine), and more though ask DM before assuming
-Reactionary Actions may be taken by those involved but they fall into two fields: (DM determines which)
--Counter/AoO, you try to take an AoO or try to attack while another player is doing something nasty to the foe (aka combos) or - this may take up 1 action on your next upcoming turn
--Avoid, you try to avoid an attack or try to save someone from being hit/falling or such - depending on situation may result in 0, 1, or 2 actions consumed on next turn
-Turn Skipping/AFK related Missing allows a character to skip their turn, or miss it due to something in real life, and have their next turn doubled (hence 2 to 4). This applies only to the next turn, no further turn stacking allowed (no skip 2 turns, and have 6 actions on 3rd).
It seems time that the Turn Base System used by some DMs be listed here for player familiarity so they don't need to constantly seem lost and question the DM (thusly eating up time in these often very long events). Thusly I will list my rules so far, a few more additions will be made to my listing, in a reply, but a bit busy with other things at the moment.
So I ask those that use similar systems please list their verison, or at least a partial list of their verison.
Though some common parts shared with other verisons:
-Dex or 1d20 to determine Turn Order
-Turn = When you are up
-Round = When you have went and your turn is up again
-Each character has 1 turn per round
-Each character has 2 actions per turn
(more can be added here once we do figure out similarites)
Some of my ruleset for Turnbased, more to come when I get time to add them:
-Haste extends actions to 4 actions per turn for 1 or 2 rounds (depends), for Characters and Opposed NPC(s) only
-Controlled NPC(s) (summons, etc.) get 1 action per turn (though may be skipped by DM, if time is issue)
-Opposed NPC(s) (monster, man wearing cow mask, etc.) gets 1-4 actions per turn, usually based on size/Dex
-Actions = Moves taken by those involved with the following exceptions: equipping weapons/helms/shields/misc. equipment (must be RP’ed though), talking, moving under 10 feet (up to DM to determine), and more though ask DM before assuming
-Reactionary Actions may be taken by those involved but they fall into two fields: (DM determines which)
--Counter/AoO, you try to take an AoO or try to attack while another player is doing something nasty to the foe (aka combos) or - this may take up 1 action on your next upcoming turn
--Avoid, you try to avoid an attack or try to save someone from being hit/falling or such - depending on situation may result in 0, 1, or 2 actions consumed on next turn
-Turn Skipping/AFK related Missing allows a character to skip their turn, or miss it due to something in real life, and have their next turn doubled (hence 2 to 4). This applies only to the next turn, no further turn stacking allowed (no skip 2 turns, and have 6 actions on 3rd).