Difference between revisions of "Combat Round"

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'''Combat Rounds''' are units of measurements that are 12 seconds long. The term is often used imprecisely throughout [[Combat|combat]], as characters will often refer to "the round," "our round" and "their round" as though these are different things.  Technically (noting that this is a matter of little importance in game), the combat round is composed of two parts, "ours" and "theirs," with inconsistencies that result due to members of our side and their side being [[Stun Lock|stun locked]] and therefore losing their [[Attacking in Combat|attack]] turn, or "their round." However, as the exact time passing is less important than the ebb and flow of each side attacking and giving up attacks, and as it is assumed that "our" round and "their" round is happening simultaneously, this distinction doesn't in fact need to be made.  The term "combat round" should therefore be treated as a loose convention for managing the complexity of combat time periods.
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[[File:Combat Round.jpg|right|630px|thumb]]
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'''[[Combat]] rounds''' are units of time, each representing 12 seconds. These 12 seconds account for all sides' movements and actions in a conflict, as combat operates as a "turn-based system."
  
Combat rounds for both sides are divided into [[Action Points|action points]] (AP); since this differs among combatants, the exactly length of an AP also differs. For a character with 3 AP, each AP would require 4 seconds, as the character would be hampered by encumbrance and probably armor.  A character with 5 AP could perform the same action in 2.4 seconds.
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The number of actions a combatant can perform within a 12-second round is determined by their '''[[Action Points|action points]]''' (AP). These points can be allocated to specific efforts and [[Movement (stride)|movements]] as described in the linked rules. For instance, a combatant with 5 AP has more opportunities for action than one with 3 AP. Although multiple combatants may move and act at varying speeds, the turn-based system resolves actions by alternating which side has the advantage: one side acts during "our turn," while the other acts during "their turn."
  
Five rounds = 1 minute of time.
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This turn-based method is chosen for its playability, rather than as an attempt to replicate real-world combat dynamics. Even so, we can imagine the flurry of activity within a round: swinging weapons, dodging, parrying, running, casting spells, and more. When calculating the total elapsed time in combat, the number of rounds is multiplied by 12 seconds, with 5 rounds equaling one minute.
  
<br>
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See [[Movement in Combat]]
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See also,<br>
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[[Attacking in Combat|Attacking]]<br>
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[[Movement in Combat]]
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[[Category: Reviewed]]

Latest revision as of 18:50, 18 January 2025

Combat Round.jpg

Combat rounds are units of time, each representing 12 seconds. These 12 seconds account for all sides' movements and actions in a conflict, as combat operates as a "turn-based system."

The number of actions a combatant can perform within a 12-second round is determined by their action points (AP). These points can be allocated to specific efforts and movements as described in the linked rules. For instance, a combatant with 5 AP has more opportunities for action than one with 3 AP. Although multiple combatants may move and act at varying speeds, the turn-based system resolves actions by alternating which side has the advantage: one side acts during "our turn," while the other acts during "their turn."

This turn-based method is chosen for its playability, rather than as an attempt to replicate real-world combat dynamics. Even so, we can imagine the flurry of activity within a round: swinging weapons, dodging, parrying, running, casting spells, and more. When calculating the total elapsed time in combat, the number of rounds is multiplied by 12 seconds, with 5 rounds equaling one minute.


See also,
Attacking
Movement in Combat