Briosafreak
Lived Through the Heat Death
J.E. Sawyer is back on the BIS feedback forum (that place really needed it, the amount of dumb posts in the last days is trully horrific...) with an interesting idea for a known trait:
<blockquote> I think that Kamikaze would make more sense if it were a bonus to Sequence with a penalty to Evasion (replacement for AC). You rush in like a madman, so you get to go earlier, but you're reckless, so you're easier to hit.</blockquote>
And then he talks about Real Time combat and sequence :
<blockquote>Sequence is a "plug" that is applied before characters take their first action after entering combat. It's a delay, between zero seconds and three seconds, measured on a finite scale of possible Sequence scores. The lower your Sequence, the closer to three seconds. The higher your Sequence, the closer to zero seconds. A character with a monstrously high Sequence will act almost immediately. Since all characters act within the same frame of time for a "round", the benefits of high Sequence persist throughout the combat. The high Sequence character will always be that much ahead of the other characters.
You lose fractions of this benefit if the characters stand idle for significant periods of time (like, large portions of a round spent doing nothing), but overall, it's a pretty good analogue. High sequence characters will always have the jump on the other combatants because their delay expires more quickly.
You control one character. The computer controls everything else, and three seconds is always three seconds. If you never paused, and just took your time taking any action in combat, every other character would still be affected by Sequence -- because the computer controls them. Have you ever had a character in an IE game get stunned for a few seconds? It's more significant than you may believe.
Implement an okay translation of the TB rules without altering the core TB rules? Nope, this doesn't hurt my goals at all. RT is always going to be, at best, an analogue of TB, not the same thing. The only character that can suffer in this particular translation is the PC. If the player dawdles, he or she may lose the advantage of a higher Sequence than the opponents. But really, that's not a concern for me. If the player has chosen to play in RT, he or she is responsible for controlling his or her character efficiently. If the player doesn't like that responsibility, he or she should switch it over to TB mode.</blockquote>
Finnaly he has some wise words:
<blockquote>Perhaps you would find the turn-based mode of combat more to your liking.</blockquote>
Indeed i will...
Link:BIS feedback forum
<blockquote> I think that Kamikaze would make more sense if it were a bonus to Sequence with a penalty to Evasion (replacement for AC). You rush in like a madman, so you get to go earlier, but you're reckless, so you're easier to hit.</blockquote>
And then he talks about Real Time combat and sequence :
<blockquote>Sequence is a "plug" that is applied before characters take their first action after entering combat. It's a delay, between zero seconds and three seconds, measured on a finite scale of possible Sequence scores. The lower your Sequence, the closer to three seconds. The higher your Sequence, the closer to zero seconds. A character with a monstrously high Sequence will act almost immediately. Since all characters act within the same frame of time for a "round", the benefits of high Sequence persist throughout the combat. The high Sequence character will always be that much ahead of the other characters.
You lose fractions of this benefit if the characters stand idle for significant periods of time (like, large portions of a round spent doing nothing), but overall, it's a pretty good analogue. High sequence characters will always have the jump on the other combatants because their delay expires more quickly.
You control one character. The computer controls everything else, and three seconds is always three seconds. If you never paused, and just took your time taking any action in combat, every other character would still be affected by Sequence -- because the computer controls them. Have you ever had a character in an IE game get stunned for a few seconds? It's more significant than you may believe.
Implement an okay translation of the TB rules without altering the core TB rules? Nope, this doesn't hurt my goals at all. RT is always going to be, at best, an analogue of TB, not the same thing. The only character that can suffer in this particular translation is the PC. If the player dawdles, he or she may lose the advantage of a higher Sequence than the opponents. But really, that's not a concern for me. If the player has chosen to play in RT, he or she is responsible for controlling his or her character efficiently. If the player doesn't like that responsibility, he or she should switch it over to TB mode.</blockquote>
Finnaly he has some wise words:
<blockquote>Perhaps you would find the turn-based mode of combat more to your liking.</blockquote>
Indeed i will...
Link:BIS feedback forum