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open:mechanics:core:time_and_duration [2013/04/02 17:00]
open:mechanics:core:time_and_duration [2013/10/16 16:50] (current)
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-==== Time & Duration ==== 
-How long a character takes over an action and how long they wish the effect to last can change the resistance. Time is measured on an abstract <apdx ref="​open:​mechanics:​rulecards:​timescale">​time scale</​apdx>​ going through rounds, scenes, sessions, days, weeks, months, seasons and on to years. When actions extend or shorten their duration or effect, there is a 2d6+0 bonus for the first step and this <apdx ref="​open:​mechanics:​rulecards:​doubledice">​doubles</​apdx>​ for each additional step. Who gains the benefit of the situation bonuses, the character or the resister, depends whether the shift in time scale makes the action easier or harder. ​     
-<block w3 left> 
-^ Name ^ Example ^^ 
-| Action (Ac.) | Swing a sword; fire a gun; shout something. || 
-| Round (Ro.) | About six seconds; a good sprinter can run 30 metres in this time. || 
-| Scene (Sc.) | A conversation;​ a fight; the time it takes to search a room. || 
-| Session (Se.) | A morning or afternoon; a prolonged period of work. || 
-| Day | A whole sleep/wake cycle; a good night'​s sleep followed by a full working day. || 
-| Week (Wk.) | Several working days followed by a rest day. || 
-| Month (Mth.) | Several weeks. || 
-| Season (Sea.) | A sizeable part of a year; a period of distinctive weather. || 
-| Year (Yr.) | A solar year; several seasons. || 
-| Permanent (Perm.) | Non-stop, never-ending. || 
-</​block>  ​ 
-=== Duration of Action === 
-The duration of an action is how long it takes to complete. In combat each action is around a second in length but in narrative actions they may take minutes, weeks or anything in between. Some advantages have the <apdx ref="​open:​mechanics:​rulecards:​timekeyword">​Time [Specify]</​apdx>​ keyword which identifies the normal length of time it takes to use this advantage. ​ 
-Characters may perform actions more quickly or slowly than normal. The faster a character attempts an action the harder it gets and conversely, if they take more time, the action becomes easier. Generally, an action cannot be shifted more than two steps and not all actions can be changed (e.g. one person in a tennis match cannot choose to play slower). 
-In combat, characters trying to perform actions that last a whole round must start the action in one <apdx ref="​open:​mechanics:​rulecards:​27527">​initiative turn</​apdx>​ (placing their potential on the selected advantages) and complete it in their next turn. During this period, they cannot take any actions or use any advantages (including <apdx ref="​open:​mechanics:​rulecards:​freeresist">​Free Resist</​apdx>​ advantages). The potential placed for the action is spent whether the action is completed or not.  
-=== Frequency of Use === 
-It is always assumed that a character is fit enough to repeat actions time and time again without penalty. Whether it is swinging a sword or piloting a plane, the heroes can keep doing it for long periods. Not all actions are like that though. Some actions are so physically or mentally demanding that a recovery period is needed and some equipment may need to be recharged or reloaded between uses.  
-This is the frequency of use and exceeding it will make the action more difficult. For most actions there is no penalty and they can be done continuously. Where the character is making an extreme effort, for example lifting a massive boulder that is trapping a friend, the Game Leader may place a limit on how often it may be attempted without penalty. 
-The most common situation for limits is with specialised powers or equipment: magic spell, psionic attacks, death rays and flintlock rifles ​ might all have limits on how often they can be used. Sometimes these limits are driven by the reality of the technology, e.g. the slow loading time of the flintlock, but generally the more powerful an effect the less often it can be used. This is to keep the game fair so that the character who can wipe out three enemies with a single magic spell does not have an unfair advantage over the character with the pulse rifle. 
-The <apdx ref="​open:​mechanics:​rulecards:​frequencykeyword">​Freq. [Specify]</​apdx>​ on an advantage limits the frequency it can be used without penalty. This will be a time scale: Round, Scene, Session, Day and so on. Characters may exceed this frequency but this is going to make the action harder - either they are exhausted, the blaster rifle has not fully recharged or they are cutting corners in the preparation.  ​ 
-The second time an advantage is used within its period of frequency (e.g. using a Freq. [Scene] advantage being used for the second time in a single scene) a 2d6+0 situation bonus is added to the resistance. The third time it is used the bonus doubles to 4d6+0 and so on. Once an advantage has been overused the increased resistance remains and continues to double each time the ability is used even once the initial period has ended. Only by not using the advantage for an entire period will the character or equipment recover and the situation bonus reset.  ​ 
-=== Status Effect Duration === 
-<apdx ref="​open:​mechanics:​rulecards:​statuseffect">​Status effects</​apdx>​ last for one scene unless advantage with the <apdx ref="​open:​mechanics:​rulecards:​statuskeyword">​Status [Specify]</​apdx>​ sets a different standard duration. If an action involves multiple advantages with the Status keyword, the shortest duration applies. 
-A character can shorten or extended the duration (either the default or one set by the Status keyword) but this must be be done when a status effect is applied as changing the duration changes the resistance. Extending the effect increases the resistance and shortening it makes applying the effect easier. Increasing the duration by one step, e.g. from a scene to a session, adds 2d6+0 to the resistance and this doubles for each additional step. Shortening the duration adds to the action'​s dice in the same manner. ​ 
 === Delaying Action Effects === === Delaying Action Effects ===
open/mechanics/core/time_and_duration.txt ยท Last modified: 2013/10/16 16:50 by tregenza
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