History Main / SlidingScaleOfTurnRealism

3rd Jun '17 11:16:59 AM nombretomado
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A choice used extensively by WhiteWolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds' worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds, and again the detail would probably be ignored.

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A choice used extensively by WhiteWolf, Creator/WhiteWolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds' worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds, and again the detail would probably be ignored.
5th May '17 2:59:33 AM Cryoclaste
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* ''{{Pokemon}}''. However, some attention is paid to moves of unusual duration. Particularly fast moves always go first, slower ones always go last, and some especially slow ones waste a turn charging up or recovering.

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* ''{{Pokemon}}''.''Franchise/{{Pokemon}}''. However, some attention is paid to moves of unusual duration. Particularly fast moves always go first, slower ones always go last, and some especially slow ones waste a turn charging up or recovering.
8th Jan '17 9:49:36 AM nombretomado
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* [[IronKingdoms Warmachine and Hordes]].

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* [[IronKingdoms [[TabletopGame/IronKingdoms Warmachine and Hordes]].
26th Nov '16 3:08:31 PM nombretomado
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* ''{{Champions}}'' (A segment is one second, 12 segments is a round. A character's SPEED stat is how many times a round they can act, the default speed is 2.)

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* ''{{Champions}}'' ''TabletopGame/{{Champions}}'' (A segment is one second, 12 segments is a round. A character's SPEED stat is how many times a round they can act, the default speed is 2.)
30th Oct '16 10:51:30 AM nombretomado
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* ''{{GURPS}}''. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "[[RuleOfCool the time needed to do something cool]]". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!

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* ''{{GURPS}}''.''TabletopGame/{{GURPS}}''. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "[[RuleOfCool the time needed to do something cool]]". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!
15th May '16 3:15:36 AM Morgenthaler
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* ''SidMeiersAlphaCentauri'' - 1 year a Round

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* ''SidMeiersAlphaCentauri'' ''VideoGame/SidMeiersAlphaCentauri'' - 1 year a Round
30th Oct '15 7:13:23 PM FordPrefect
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* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had turns that lasted ''1/12 of a second''.

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* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had with turns that lasted ''1/12 of a second''.
21st Jun '15 2:43:14 AM Morgenthaler
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* ''{{Diplomacy}}'' - 6 months a round

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* ''{{Diplomacy}}'' ''TabletopGame/{{Diplomacy}}'' - 6 months a round
2nd Mar '15 9:01:32 AM SeptimusHeap
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Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.

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Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, ''TabletopGame/DungeonsAndDragons'', as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.
13th Feb '15 3:29:28 AM jormis29
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* The ''TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' has turns representing two whole years.

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* The ''TotalWar'' ''VideoGame/TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' ''VideoGame/RomeTotalWar'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' ''VideoGame/MedievalIITotalWar'' has turns representing two whole years.
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