This post will try to examine the MERP time that each round sequence occurs and compare it with some of the other games that I have reviewed.
MERP uses 10 second round intervals. While representing a larger chunk of time compared to many games, some games use abstract, variable, or summary time which can represent much larger chunks of time.
Here are some round intervals for several games.
Standard times
MERP and Rolemaster Express rounds are divided into 10 second intervals.
For D&D and Star Frontiers, each round is 6 second intervals.
OpenQuest and Legend use 5 second round durations.
JAGS uses 1 second rounds or segments.
Variable time
Hackmaster uses variable action speed measured in seconds based on each specific weapon, armor, or spell. Weapons range from 7 to 14 seconds per attack. Most spells are 1 or 2 seconds. Some are up to 10 seconds. A few have minutes or hours for casting times.
Abstract time
Dungeon World uses abstract time for moves which varies according the story created from the fiction conversation.
HeroQuest RPG focuses on the outcome or summary of the story rather than the play-by-play of actions.
RPG pen & pencil gaming. After 5 years since returning to tabletop RPG playing, online video games beginning to interest me once again, I am learning and making new material RPG material—especially solo gaming material. I'm also working on Aioskoru material such as fantasy languages. Some goals are to write stories and poetry on the side, develop the world, and use customized rules for my own story world. Newer digital map and drawing may also be explored.
Friday, July 21, 2017
Revisiting the MERP round sequence time intervals
Labels:
Action Speed,
Attack Speed,
MERP,
Time,
Timeless
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