Difference between revisions of "Combat Round"

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[[File:Combat Round.jpg|right|525px|thumb]]
 
[[File:Combat Round.jpg|right|525px|thumb]]
'''Combat Rounds''' are units of time equal to 12 seconds.  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 thingsTechnically (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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'''Combat Rounds''' are units of time, nominally equal to 12 seconds.  Because [[Combat|combat]] functions on a "turn-based system," these 12 seconds account for the movement of all sides in a conflictAdditionally, how much a given creature can do in the space of 12 seconds differs according to their speed — that is, the number of [[Action Points|'''action points''']] (AP) they possess.  A creature with 5 AP can do more in 12 seconds than a creature with 3 APMultiple combatants may therefore be moving at different speeds, attacking at different moments with relation to each other ... this is why the "round" is recognized as a unit of time in name only.
  
Combat rounds for both sides are divided into [[Action Points|action points]] (AP)Depending on the combatant, the exact length of an individual's AP is dependent on their [[Encumbrance|encumbrance]] and [[Strength (ability stat)|strength]]For a character with 3 AP, each AP would require 4 seconds, as the character would be hampered by encumbrance and probably armourA character with 5 AP could perform the same action in 2.4 seconds.
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When discussing the overall time that a combat has taken, the number of rounds are added together and multiplied by 12 seconds.  But no part of the actual combat relies upon the passage of time as a unitAll actions rely upon the number of AP each combatant possesses.  Additionally, the '''turn-based resolution''' of each combat round must be understood as '''metaphorical'''.  All combatants in an ongoing combat are in constant motion, constantly swinging, dodging, parrying, occasionally striking their opponents.  The enemy does not "wait" for the character party to make their attacksThe attacks are symbolic of the gestalt of all the fighting that has taken place up until the moment of the last thrown die.
  
Five rounds = 1 minute of time.
 
  
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See also,<br>
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[[Movement in Combat]]<br>
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[[Movement (stride)]]
  
See [[Movement in Combat]]
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[[Category: Don't Review until 2022]]
 
 
[[Category: Lacks Image]]
 

Revision as of 03:04, 2 October 2021

Combat Round.jpg

Combat Rounds are units of time, nominally equal to 12 seconds. Because combat functions on a "turn-based system," these 12 seconds account for the movement of all sides in a conflict. Additionally, how much a given creature can do in the space of 12 seconds differs according to their speed — that is, the number of action points (AP) they possess. A creature with 5 AP can do more in 12 seconds than a creature with 3 AP. Multiple combatants may therefore be moving at different speeds, attacking at different moments with relation to each other ... this is why the "round" is recognized as a unit of time in name only.

When discussing the overall time that a combat has taken, the number of rounds are added together and multiplied by 12 seconds. But no part of the actual combat relies upon the passage of time as a unit. All actions rely upon the number of AP each combatant possesses. Additionally, the turn-based resolution of each combat round must be understood as metaphorical. All combatants in an ongoing combat are in constant motion, constantly swinging, dodging, parrying, occasionally striking their opponents. The enemy does not "wait" for the character party to make their attacks. The attacks are symbolic of the gestalt of all the fighting that has taken place up until the moment of the last thrown die.


See also,
Movement in Combat
Movement (stride)