Critique: Critical Event Sequence
Any events that require timing or an initiation order are called Critical Events. They are played out on a wheel that is presented to the entire table.
Concepts
- Wedges - Make up the Slices of the Wheel
- Time Tracker - A token used to keep track of whose turn it is.
- Round - When the time tracker makes a full revolution of the event wheel, this is one round.
- Character/Enemy Token (2) - This tracks player turns and the other player's status effects. They can be anything as long as they are unique to the other characters, small, and identical to each other.
- Characters have attributes with polarities (Static Polarity (SP) + Dynamic Polarity (DP)). Each one represents a varied approach to the attribute.
- They also define certain Stats - Stats that pertain to the base mechanics of the Critical Event are:
- Speed (SP) (Finesse + Fluidity) - Determines a character’s starting Wedge on the Wheel
- Action Points (AP) (Stability + Wisdom) - Determines how many actions a character can take on their turn.
- They also define certain Stats - Stats that pertain to the base mechanics of the Critical Event are:
- Turn - Once the time tracker reaches a player token, this is all the actions a player can make before waiting for the time tracker to reach their token again. The number of actions is dictated by the character's AP level.
- Rings -Make up the Layers of the Event Wheel
- Inside to Outside:
- Downed Ring - 0 HP [Once a Player Character, Party NPC, or Fight Boss hits 0, their token moves to this ring in the wedge they hit 0]
- Wedge ID Ring - Gives a numerical value to each wedge, used mainly for initiative order
- Time Tracker Ring - The Time Tracker progresses around this ring.
- Prep Ring - This ring is used for actions that are two-phase [ie. spells and ranged attacks]
- Action Ring - This ring is where character tokens start and advance along as they take actions.
- Effect Ring - This is the ring that, once a status effect is inflicted upon a character, tracks the time when the next effect occurs. [ie. character is poisoned, and it does -1 HP / Round; each time the Time tracker reaches that player's effect token, they take 1 damage to HP]
- Inside to Outside:
Note: Fluidity and Stability are opposing polarities, meaning a character cannot max out both speed and action points.
Operation Outline
- All characters place their tokens on the action ring in the wedge corresponding to their Speed
- The GM places the Time Tracker on the 12 wedge of the Time Tracker ring.
- The Time Tracker then moves clockwise around the 12 wedges. When it reaches a wedge occupied by one or more character tokens, those characters take their turn.
- Player characters go first, then party NPC’s and allies, then the Fight Boss, then other enemy NPCs. In the event of a tie, the tie-breaker goes to character polarity values: the player with higher Fluidity, then Volatility, then Finesse.
- On a character's turn, they choose actions which have corresponding AP costs. The character acts, spending the Action Points (AP) in their turn, then immediately advances their character token clockwise around the wheel by the number of wedges equal to the AP spent. They can then continue this process until they run out of AP for their turn.
- Players can only perform an action that they have enough AP to perform. Ex: A player who has a low AP may not be able to perform a Heavy Melee attack that costs 6 AP.
- A character can choose to perform a two-phase action, such as a ranged attack, which requires aiming and shooting. The character announces the ranged attack and shifts their token to the prep ring; they advance their character the required wedges to execute the prep phase; they perform a difficulty check to see if the prep phase succeeds; if it does, they use AP to execute the attack. They move to the action ring and move forward the amount the action requires (usually 1 AP)
- Unlike single actions like melee attacks, two-phase actions can be split across two turns, allowing a character to perform a powerful action like a massive spell that takes considerable AP to prepare. The downside is that being in a prepared state leaves the character vulnerable. If they are attacked and have to defend themselves or have to move to avoid a hazard, the preparation is canceled, and the character moves their token to the action ring, and the attack automatically fails.
- A character can also choose to perform a reactive action. They include:
- Going on the Defense: Allows 1 extra reaction per turn.
- Setting a trap/prepared conditional action. It allows characters to act out of turn. They advance their character the number of wedges the action requires and move to the prep ring. Ex. drawing a bow to fire at, or getting in a ready stance for an enemy getting ready to walk through a doorway. This allows a character to prepare an action before a condition is met. In this case, the character would spend the AP for the action, and then execute the check for success when the enemy walked through the door. Note that the character must be able to complete the full action in one turn, and pay the full AP cost upfront.
- Actions and Reactions:
- The character taking their turn is the actor; their target character is the reactor.
- Characters are allowed 1 reaction between turns. A character can use AP during their turn to Go on the Defense, which grants them an extra reaction between turns.
- Reactions are resolved as Contested Checks using applicable Defined Skills (such as Parry, Dodge, or Shield Block):
- Dodge / Evasion: Roll Fluidity + static Defined Skill Credits vs. the attacker's strike total.
- Parry / Block: Roll Finesse or Brute + static Defined Skill Credits vs. the attacker's strike total.
- Action Costs
- Action costs are set by the type of action (attacks are set by the weapon type) the character is taking.
- Light Actions (2 AP): Ex. Quick attacks that trade speed for damage. [Swift jabs, rapier thrusts, quick-draw pistol shots]
- Normal Actions (4 AP): Ex. Standard attacks. [Broadsword swings, crossbow shots, standard martial strikes.]
- Heavy Actions (6 AP): Ex. Massive impact but are slower. [Warhammer swings, heavy zweihander cleaves.]
- Action costs are set by the type of action (attacks are set by the weapon type) the character is taking.
Example (Note: all actions require checks; this is not fully illustrated for this example)
Characters:
- Jim (Heavy Hitter): AP = 11, Speed = 4; Joe (Quick Attacker): AP = 4, Speed = 11; Bob (Enemy Boss): AP = 6, Speed = 8
- Character tokens placed on wheel: Joe is at 11, then Bob at 8, and last Jim is at 4
- The Time Tracker is placed at 12; it moves clockwise and reaches Joe at 11. Joe uses a dagger twice (2 x 2 AP) to deal 1 damage to Bob. [1 hit and 1 miss] This moves Joe's token forward 4 wedges to wedge 7
- The time tracker moves forward to Bob at wedge 8. Bob is a powerful mage, but with low AP, requires splitting the spell into two turns. Bob casts his spell, which requires 6 AP to prepare and 1 AP to execute, which is one more than his turn’s AP. Since spells are two-phase, he can split it over two turns since neither phase is over 6. He moves his token to the prep ring, performs the focus check [succeeds], and moves forward 6 wedges to wedge 2.
- The time tracker advances and comes to Joe at wedge 7. Taking advantage of Bob's prep state, he attacks with his dagger twice(2 x 2 AP) to interrupt the spell. Bob is forced to react and break his prep. Bob has to move his token to the action ring in wedge 2. Unfortunately, due to poor rolls on Joe’s part, both attacks miss. Joe’s Token moves forward to wedge 3.
- The time tracker advances to wedge 4, where Jim is. Jim is about 8 yards from Bob; he uses 1 AP to advance (movement speed = 2 yd x Speed/AP), uses 1 more AP to consume a potion that boosts his damage output, and pulls out his Heavy axe. He attacks Bob and gets a critical hit, dealing massive damage and putting Bob’s health to 0. This action consumed 8 total AP, and Jim advances around to the 8 wedge.
- Bob drops to the Downed Ring, and since he has no friends to revive him or defend him is left defenseless.
- End fight state: At this point, the player's party (Jim and Joe) have the option to interrogate, execute, or leave the fight.
- Since they need info and the Time tracker advances to 3, Joe is next up; he gets the option to interrogate Bob, but he isn’t able to get any information out of him.
- Being in the Downed ring, Bob isn't able to act, so the time tracker passes Bob.
- It advances around until it gets ot Jim. Jim is much scarier and is able to get the information out of Bob. And Jim and Joe decide to leave Bob wounded and alone. This ends the critical event.
Given the outlined system, I spent a fair amount of time tweaking and finding ways to exploit or break the system; however, I am that I missed an obvious exploit or whether a certain build may be the only option because of its superiority. I don't know if those cases exist, but I feel that I have reached a point where I may be too in the mechanics to see its flaws. I would love any feedback that anyone may have on this. Thank you.