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Slice Dice

This document provides an overview of the core mechanics and phases of a turn-based combat system, including: 1) Actor initiatives are rolled each round to determine turn order. During an actor's turn, they can take perception, movement, main, reflexive, style, and object interaction actions from a queue. 2) Actions are added to a queue on the client and then executed sequentially by the server, allowing for reactions. If an action becomes impossible, the remainder of the queue is returned for review. 3) Characters have scaling features chosen at creation that provide additional ability points, and reactive/static/active features that trigger in response to actions or constantly.
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© © All Rights Reserved
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
32 views

Slice Dice

This document provides an overview of the core mechanics and phases of a turn-based combat system, including: 1) Actor initiatives are rolled each round to determine turn order. During an actor's turn, they can take perception, movement, main, reflexive, style, and object interaction actions from a queue. 2) Actions are added to a queue on the client and then executed sequentially by the server, allowing for reactions. If an action becomes impossible, the remainder of the queue is returned for review. 3) Characters have scaling features chosen at creation that provide additional ability points, and reactive/static/active features that trigger in response to actions or constantly.
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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"Heartbeat"

Pause check - only host can initiate pause, but should make it so players can
request it at any time (barred from doing so for x seconds afterwards, maybe x
rounds?)
Begin Round
Zone Awareness - distance and zone circumstance modified perception
Actor Tally - Adds actors to the initiative if they've made Awareness of
combat
Initiatives - rolled every round
Actor Round - In order of actor initiative
Perception - Current percieved objects are in full color. Ones previously
seen are greyscale, (dimmed in inventory menus). If an object is missing, it'll be
highlighted in some other color
Actions - Interspersed with eachother, no specific order (radio button
context?)
Types
Movement - Given a number of units to use, 0 to many may be used
in a turn, sprinkled with other actions
Main action - Attacks, casting spells, can also be used to gain
more movement units or another object interaction. Most characters only have one
per turn
Reflexive - Done by other actors when provoked by an actor's
action. Most characters only have one per turn
Style action - Usually reserved for special actions given by
character features, automatically used to reload 'loading' weapons if the object
interaction has been used
Object interaction - Interacting with the environment. Done
automatically along with another action in the case of drawing weapons to atack
with them
Queue
Can be built on client side until the player expects a die roll
to be made either by them or a target. If a target for interaction (square, target,
self) is changed, all actions including that are highlighted for review and easy
deletion. If impossible (such as enemy moving out of reach of destination) the
queue is deleted past that point.
Sent to server
Server steps through queue until a die is rolled, then passes the
remainder of the unexecuted queue back for the player to review and finalize. This
repeats until the player is out of usable actions, they run out of review time
(either turn-limited or review limited) or they choose to pass.
If there is a possible reaction, it's simply yes/no on the
reactor's part on a shorter timer to execute it or not. The reaction can be toggled
to automatically do it or not do it at the first opportunity.
At the end of the player's turn, the queue plays for everyone as
a

All token initial states, finalized queues and results are saved
for replay

Scaling Features - chosen at character creation, form the foundation of a


character's
Martial mastery - Gives extra points for combat features
Skill mastery - Gives extra points for skill features
Exemplar - Gives extra points for attribute purchases
Magic

Reactive Features - occur in reaction to performing or being subject to actions


Deflect (requires melee weapon with proficiency or shield to be wielded)

Static Features
Magical Recovery

Active Features
Rage

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