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[Fast HERO] Simplified turn order

 
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Klaus_Æ._Mogensen

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Since: May 26, 2005
Posts: 15



(Msg. 16) Posted: Sun Nov 28, 2004 12:51 pm
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: rec>games>frp>super-heroes (more info?)

The main feature of the HERO turn order is that characters with many
actions don't get their extra actions top-loaded or bottom-loaded, but
spread out over a turn. I think any decent replacement should keep this
feature.

Here's one alternative: Reduce the number of segments in a turn to 6 (of
2 seconds each). At the beginning of a turn, hand out chips equal to
character's SPD to each player. To act in a segment just after one where
you've already acted costs 2 chips; to act in other segments costs 1
chip. Characters can carry 1 chip into the next turn.

A SPD 3 character could thus act three times evenly spaced across the
turn, or twice in a row. A SPD 6 character can do actions in segments
1,2,3, and 5 (using all chips) or in 1,2,4, and 6 (carrying 1 chip into
the next turn).

This does favor low SPD a bit; you aren't forced to double-chip as much.
To compensate, you could allow characters to make defensive actions at
the cost of 1 chip, even if they've just acted.

- Klaus

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fantasyscifi

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Since: May 09, 2005
Posts: 14



(Msg. 17) Posted: Sat Dec 04, 2004 11:27 pm
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Bradd W. Szonye wrote:
> fantasyscifi wrote:
>
>>Bradd? You missed the most important part of my message when quoting... Wink
>
>
> I didn't miss it. However, since I wasn't responding to it, I didn't
> quote that part. For future reference, it's good netiquette to quote
> only those portions of a message important for context.

Thanks for the nettiquette tip Smile

Re: Ignoring the underlying message of what someone is saying? In the
real world that's called addressing out of context. So I'll assume I
didn't help you. I hope you find your answer

--
Trent
Fantasyscifi - Find Aussie Gamers and Fans
Gamers Forums, chatrooms and Community site
http://Fantasyscifi.com/main

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incrdbil

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Since: Aug 22, 2004
Posts: 13



(Msg. 18) Posted: Sun Dec 05, 2004 1:56 am
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Thu, 25 Nov 2004 22:58:19 GMT, "Bradd W. Szonye"
<bradd+news@szonye.com> wrote:

>
>You can avoid that worst case in HERO by prepping a turn chart, with
>characters sorted by DEX and phases marked. Like my note-card method,
>that lets the GM call out turns by name instead of by number. However,
>I'm not content with that approach, because setting up and maintaining a
>chart like that is still slow (especially compared to sorting a deck of
>note cards).

You ned one card, at most--I dont see how thats much of a problem.
It's not like you have Random encounters in HERO, you definitely know
who the PC's will be fighting.



>
>A slight variation on your proposal could work: Instead of rolling for
>actions at the start of the segment, just go around the table and roll
>as your "turn" comes up. If you roll over your SPD, pass the turn to the
>next player. (Seat players in DEX order if you care about it.) It's not
>as fast as using a prepped turn chart, but it might be faster than
>calling out phase/DEX numbers.

Far slower. Players never sit in Dex orsewr., Stats get drained,
Aided, held actions take place--then funky effects like block.


Heros segment system isn't that slow--It sounds more like lack of
preparation bvy the GM, and attention by players are the things to
more likely slow up combat--and that affects every game.

incrdbil
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Bradd W. Szonye

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Since: Feb 11, 2005
Posts: 1278



(Msg. 19) Posted: Sun Dec 05, 2004 7:02 pm
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

fantasyscifi wrote:
> Re: Ignoring the underlying message of what someone is saying? In the
> real world that's called addressing out of context. So I'll assume I
> didn't help you. I hope you find your answer

I didn't ignore your underlying message. You said you were confused on
two points, so I tried to clarify them. Furthermore, your message came
across as, "Whatever, I like it as written, good luck" which -- as you
assume -- wasn't helpful at all. I've played the game before, I /didn't/
like some of the mechanics, and I suspect that my current group will
feel the same way.
--
Bradd W. Szonye
http://www.szonye.com/bradd
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Bradd W. Szonye

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Since: Feb 11, 2005
Posts: 1278



(Msg. 20) Posted: Wed Dec 08, 2004 8:09 pm
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Bradd W. Szonye wrote:
>> However, this [suggestion] doesn't address the major objections I
>> have to most RPG turn systems (including HERO's). Most systems
>> feature frequent, inconsistent turn changes -- you take your turn in
>> bits and pieces, and you don't always follow the same player.

Klaus Æ. Mogensen wrote:
> How does Hero make characters take turns in more bits and pieces than
> other games? In fact, Hero allows characters to move and attack in one
> phase, which is more than many (most?) games allow in a round.

HERO isn't worse than most; indeed, as I wrote above, it's quite
typical. Most RPGs that I've played allow players to make one move and
one attack per turn. It's also typical for the turn order to vary over
time, because the turn order is semi-random (AD&D), because some players
get more "turns" than others (HERO), or both (Shadowrun).

D&D3's turn system is atypical: You set the turn order at the beginning
of a fight, so that you consistently follow the same player (except for
held actions), and faster characters get all of their extra actions at
once, rather than getting extra turns spread throughout the round.

In theory, giving more turns should improve fairness and waiting time,
while giving more actions per turn should improve overall combat speed.
This is a well-known property of scheduling algorithms in computer
science: If context (turn) switches are free, you can improve
responsiveness by breaking the workload into small, well-distributed
chunks, without hurting throughput (overall speed). However, context
switches generally aren't free, and RPG turn changes are no exception.
That creates a trade-off between overall speed and average wait times.

Also, if you break up the workload too much, all the context switching
takes so much time that throughput and latency both suffer. I'd need to
do the math to be certain, but I suspect that happens whenever the time
slice (how long it takes to take your turn) is shorter than the duration
of a context switch (how long it takes the next player to get started).

In my experience, that's exactly what happens in some RPG turn systems.
The turn length is very short (one move, one attack), and turn changes
take a long time (e.g., calling out action numbers, or frequently
re-rolling and re-sorting the turn order).

Even though the new D&D turn system chunks many actions together, it
seems much faster and more responsive than most RPGs, in my experience.
I suspect that's largely because the context-switching time is very low:
The "bigger" turns means fewer switches, and the simple order means that
I can just run down a list calling out character names. This is such a
great advantage that it outweighs the potential (but largely unrealized)
responsiveness advantages of other systems.

That said:

> The main feature of the HERO turn order is that characters with many
> actions don't get their extra actions top-loaded or bottom-loaded, but
> spread out over a turn. I think any decent replacement should keep
> this feature.

Correct; there are potential game-balance problems with clumped actions.

HERO has one other major advantage over other RPGs: The turn order is
deterministic. That means that you can prepare a "turn list" in advance,
calling out names instead of using the slow "Who goes on 3?" approach.
That in turn reduces the context switching time, which might actually
make the "small turns" approach viable.

Therefore, I think I'll try the standard HERO turn system (with prepared
turn lists) and see how it goes. I don't care for the extra bookkeeping
aspect of it, but it may be fast enough.

Thanks for the comments; they got me to thinking. I'm somewhat
embarassed to admit that I never thought of this in terms of scheduling
algorithms before, despite the fact that my day job includes working on
the scheduler for an operating system. Oopsie.
--
Bradd W. Szonye
http://www.szonye.com/bradd
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Tracy Hale

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Since: Dec 15, 2004
Posts: 3



(Msg. 21) Posted: Fri Dec 10, 2004 1:25 pm
Post subject: Re: [Fast HERO] Simplified turn order [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> This is something I don't particularly like. The faster guy *always*
> goes first. However, a really simple fix for this would be to start a
> fight on a random phase, then let it sort itself out. Faster
> characters still have an edge, but aren't guaranteed of going first.
>

Reading all of this has got me to thinking (a dangerous habit) of new ways
to do a "turn".
Stealing an idea from some of the miniatures games I play, how about a deck
of cards. Each person involved in a fight has 1 card per speed rating. Draw
car and that character acts. If he wants to hold an action then he literally
holds the card in front of him til he uses his action.

There are still some bugs in the system like how to resolve blocks. Perhaps
the person blocking gets to attack immediately at a penalty or if the
blocked person gets his next card before the blocker then his attack is at a
penalty. Not all worked out yet but I've only begun to think.
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