Difference between revisions of "Combat Round"

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'''Combat Rounds''' are units of measurements that are 12 seconds longThe 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|560px|thumb]]
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'''[[Combat]] rounds''' are units of time, nominally equal to 12 seconds.  Because combat functions as a "turn-based system," these 12 seconds account for movement occurring of all sides in a conflict.
  
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 differsFor a character with 3 AP, each AP would require 4 seconds, as the character would be hampered by encumbrance and probably armorA character with 5 AP could perform the same action in 2.4 seconds.
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How many actions a given combatant can perform in the space of 12 seconds depends on their '''[[Action Points|action points]]''' (AP); these can be assigned to specific efforts and [[Movement (stride)|movements]], as described on the linkA combatant with 5 AP can do more in 12 seconds than one with 3 AP.  However, while multiple combatants are moving at different speeds, attacks are nevertheless resolved with one side of the combat having the upper hand over the other ("our turn"), only to surrender that advantage to the other side ("their turn").
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This turn-based method is chosen because its eminently playable, not because it's an accurate simulation of real combat.  Nevertheless, we can imagine all that's taking place: swinging weapons, dodging, parrying, running from or towards other opponents, weaving spells, etceteraWhen the overall length of time is needed, the number of rounds that have occurred are added together and multiplied by 12 seconds, with 5 rounds equaling a minute.
  
Five rounds = 1 minute of time.
 
  
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See [[Movement in Combat]]
 
See [[Movement in Combat]]
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[[Category: Don't Review until 2024]]

Latest revision as of 07:13, 3 January 2022

Combat Round.jpg

Combat rounds are units of time, nominally equal to 12 seconds. Because combat functions as a "turn-based system," these 12 seconds account for movement occurring of all sides in a conflict.

How many actions a given combatant can perform in the space of 12 seconds depends on their action points (AP); these can be assigned to specific efforts and movements, as described on the link. A combatant with 5 AP can do more in 12 seconds than one with 3 AP. However, while multiple combatants are moving at different speeds, attacks are nevertheless resolved with one side of the combat having the upper hand over the other ("our turn"), only to surrender that advantage to the other side ("their turn").

This turn-based method is chosen because its eminently playable, not because it's an accurate simulation of real combat. Nevertheless, we can imagine all that's taking place: swinging weapons, dodging, parrying, running from or towards other opponents, weaving spells, etcetera. When the overall length of time is needed, the number of rounds that have occurred are added together and multiplied by 12 seconds, with 5 rounds equaling a minute.


See Movement in Combat