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Structured Time

Seção Conflict Scenes
Core p. 249

Texto

Conflicts take place using structured time, in which characters act in a regulated fashion, and each is limited in what they can accomplish before the other characters have the chance to respond. If a scene does not require this sort of detail on who is acting when and where, it should likely be handled as a narrative scene (see page 247) or downtime scene (see page 248) instead.

Actions

Actions are discrete tasks characters undertake during a scene, often by making a check. In a skirmish, this might mean making a precise sword stroke or leaping heroically across a chasm, while in an intrigue scene, it could entails setting one’s scheme into motion. There is no limit to what an action can be except the players’ imagination and the GM’s approval, but each conflict type provides its own list of sample actions to get players started.

Turns

A turn is a character’s chance to perform an action and accomplish other small goals, such as choosing a stance and moving (narratively, or as the conflict dictates).

Rounds

A round is the span of time in which each character takes one turn. Many conflicts can last multiple rounds.

Texto do livro

Core Rulebook · Chapter 6: Scenes and Conflicts › Conflict Scenes › Structured Time · p. 249

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Conflicts take place using structured time, in which characters act in a regulated fashion, and each is limited in what they can accomplish before the other characters have the chance to respond. If a scene does not require this sort of detail on who is acting when and where, it should likely be handled as a narrative scene (see page 247) or downtime scene (see page 248) instead.

Actions

Actions are discrete tasks characters undertake during a scene, often by making a check. In a skirmish, this might mean making a precise sword stroke or leaping heroically across a chasm, while in an intrigue scene, it could entails setting one’s scheme into motion. There is no limit to what an action can be except the players’ imagination and the GM’s approval, but each conflict type provides its own list of sample actions to get players started.

Turns

A turn is a character’s chance to perform an action and accomplish other small goals, such as choosing a stance and moving (narratively, or as the conflict dictates).

Rounds

A round is the span of time in which each character takes one turn. Many conflicts can last multiple rounds.