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legacy:rules:turn_order [2025/02/28 22:33] – created tailkinkerlegacy:rules:turn_order [2025/09/08 15:05] (current) tailkinker
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 ====== Turn Order ====== ====== Turn Order ======
  
-The turn order in **Legacy** is extremely flexible, regardless of the time scale.  The order in which characters resolve their turns is entirely up to the players, and does not need to be predetermined.  If one character takes an action that another character, yet to take their turn, can benefit from, the players can cheerfully agree to change the order.  However, no character who has already taken a turn is permitted to take another turn, until every other character on //both sides// has done so.+The turn order in **Legacy** is extremely flexible, regardless of the time scale.  The order in which characters resolve their turns is entirely up to the players, and does not need to be predetermined.  If one character takes an action that another character, yet to take their turn, can benefit from, the players can cheerfully agree to change the order.  However, no character who has already taken a turn is permitted to take another turn, until every other character on //all sides// has done so.
  
 Once a character begins their turn, they must take all actions within that turn and then declare their turn completed.  If they do not use up all six seconds of their turn, they are permitted to abandon extra seconds. Once a character begins their turn, they must take all actions within that turn and then declare their turn completed.  If they do not use up all six seconds of their turn, they are permitted to abandon extra seconds.
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 When in an encounter, or otherwise in Rounds time-scale, each character may take up to six seconds worth of actions.  However, each combat //round// is ten seconds long.  It is assumed that each character performs four seconds' worth of actions, such as surveying the battlefield or completing movement, each round.  But this additional time is not modeled, and can be safely ignored.  When in an encounter, or otherwise in Rounds time-scale, each character may take up to six seconds worth of actions.  However, each combat //round// is ten seconds long.  It is assumed that each character performs four seconds' worth of actions, such as surveying the battlefield or completing movement, each round.  But this additional time is not modeled, and can be safely ignored. 
  
-When in Minute time-scale, the party moves as a whole.  This is done before characters are permitted to select actions.  The party can move a distance equal to ten times the speed of the slowest member of the party, in meters.+When in Minute time-scale, the party moves as a whole.  This is done before characters are permitted to select actions.  The party can move a distance equal to five times the speed of the slowest member of the party, in meters.
  
 When in Hour time-scale, the party can cover a distance equal to the speed of the slowest member of the party, in //kilometers// However, long-distance travel is an action by itself, requiring one hour to move that distance, and there is a cost, in recoveries, to taking this action. When in Hour time-scale, the party can cover a distance equal to the speed of the slowest member of the party, in //kilometers// However, long-distance travel is an action by itself, requiring one hour to move that distance, and there is a cost, in recoveries, to taking this action.
legacy/rules/turn_order.1740782037.txt.gz · Last modified: by tailkinker