Difference between revisions of "Mano a Mano:Rounds"

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(Rounds)
(Rounds)
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A '''round''' of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination.  Each character has one '''turn''' during each round.  Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.)
 
A '''round''' of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination.  Each character has one '''turn''' during each round.  Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.)
Characters with 1/4 speed must skip three out of four turns. After one turn of moving and performing actions, the character cannot move or perform actions on his next three turns. Characters with 1/2 speed must skip every other turn. Characters may skip more turns than they are required to skip.
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Characters with ¼ speed must skip three out of four turns. After one turn of moving and performing actions, the character cannot move or perform actions on his next three turns. Characters with ½ speed must skip every other turn. Characters may skip more turns than they are required to skip.
 
At the end of a character's turn, the character recovers one stun if they have any.
 
At the end of a character's turn, the character recovers one stun if they have any.
  
 
Stealth and detection abilities are used for '''surprise''' attacks. If two characters are mutually stalking each other, do two separate rolls. If both fail, combat doesn't happen. If a character successfully surprises another without being surprised himself, the character with the advantage of surprise gets to go first. If both succeed, they fight without either having the advantage of surprise.  
 
Stealth and detection abilities are used for '''surprise''' attacks. If two characters are mutually stalking each other, do two separate rolls. If both fail, combat doesn't happen. If a character successfully surprises another without being surprised himself, the character with the advantage of surprise gets to go first. If both succeed, they fight without either having the advantage of surprise.  
 
If there is no surprise attack, characters may choose to start out either evading (+4 defense modifier until the character's first turn) or ready to counter, and who goes first is decided by the circumstances (whoever throws the first punch in the story,) or random die rolls if there is a dispute. Characters with longer weapon range usually have the opportunity to attack first. Characters typically take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.
 
If there is no surprise attack, characters may choose to start out either evading (+4 defense modifier until the character's first turn) or ready to counter, and who goes first is decided by the circumstances (whoever throws the first punch in the story,) or random die rolls if there is a dispute. Characters with longer weapon range usually have the opportunity to attack first. Characters typically take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.

Revision as of 01:34, 10 July 2008

Rounds

A round of action represents one to two seconds of game time - enough time for most characters to perform a single action or quick combination. Each character has one turn during each round. Rounds can be measured from the beginning of any character's turn until the beginning of their next turn (or from the end of their turn until the end of the next.) Characters with ¼ speed must skip three out of four turns. After one turn of moving and performing actions, the character cannot move or perform actions on his next three turns. Characters with ½ speed must skip every other turn. Characters may skip more turns than they are required to skip. At the end of a character's turn, the character recovers one stun if they have any.

Stealth and detection abilities are used for surprise attacks. If two characters are mutually stalking each other, do two separate rolls. If both fail, combat doesn't happen. If a character successfully surprises another without being surprised himself, the character with the advantage of surprise gets to go first. If both succeed, they fight without either having the advantage of surprise. If there is no surprise attack, characters may choose to start out either evading (+4 defense modifier until the character's first turn) or ready to counter, and who goes first is decided by the circumstances (whoever throws the first punch in the story,) or random die rolls if there is a dispute. Characters with longer weapon range usually have the opportunity to attack first. Characters typically take turns in the order their players are seated, going around the group of players clockwise. To move in formation, characters may delay their turns until they are sequential.