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the action based turn system

PostPosted: Sun Aug 09, 2009 9:28 pm
by lrdofbricks
for greater flexibility and high powered games:

in normal games, you get two actions, a movement and an attack.
this system allows you to be more flexible and have a higher powered game, for example, lets say we have a three action turn. that means each minifig can perform three things each turn. actions can be, but are not restricted to:
fire a single weapon (once per weapon)
move max distance (twice per turn)
jump over a wall
jump through a window (two actions)
open a door
pick up a weapon

this has many advantages
1. figures with nothing else to do can move twice as far at the cost of doing other things: helpful if your away from combat
2. it wont hurt as much to do trivial things like opwning a door
3. picking up a weapon doesn't mean you can't attack
4. figs can do combo moves like jumping from cover, shooting, then jumping back behind it
5.its adds both speed and flexibility, allowing battles to be more in depth and shorter

questions, comments, concerns, suggestions?

PostPosted: Sun Aug 09, 2009 9:33 pm
by Silent-sigfig
:wtc:

That's awesome. I'll have to implement that in my next forum battle.

Re: the action based turn system

PostPosted: Sun Aug 09, 2009 9:48 pm
by OneEye589
lrdofbricks wrote:1. figures with nothing else to do can move twice as far at the cost of doing other things: helpful if your away from combat
2. it wont hurt as much to do trivial things like opwning a door
3. picking up a weapon doesn't mean you can't attack
4. figs can do combo moves like jumping from cover, shooting, then jumping back behind it
5.its adds both speed and flexibility, allowing battles to be more in depth and shorter


1. Sprinting? You can move in a straight line at twice max speed already if you don't attack.

3. I didn't think it did anyway. If it's in your path, I just say it's a free action.

4. You can already do this. You move half your speed, fire, then you can move the rest of your speed.

PostPosted: Mon Aug 10, 2009 10:03 am
by Ranger S2H
I like to play inquisitor using my brix, maybe u can use its action system with brikwars game mechanics?

as in each fig gets a speed value which is higher for heros, you declare the actions before you act, and then you roll a number of D6 equal to your speed, and for each 4+ you get to perform one of the actions you declared.

Re: the action based turn system

PostPosted: Mon Aug 10, 2009 10:23 am
by lrdofbricks
OneEye589 wrote:
lrdofbricks wrote:1. figures with nothing else to do can move twice as far at the cost of doing other things: helpful if your away from combat
2. it wont hurt as much to do trivial things like opwning a door
3. picking up a weapon doesn't mean you can't attack
4. figs can do combo moves like jumping from cover, shooting, then jumping back behind it
5.its adds both speed and flexibility, allowing battles to be more in depth and shorter


1. Sprinting? You can move in a straight line at twice max speed already if you don't attack.

3. I didn't think it did anyway. If it's in your path, I just say it's a free action.

4. You can already do this. You move half your speed, fire, then you can move the rest of your speed.


4. a good point, but athe origanal reason for this was to asses the difficulties of movement. for example, moving 1 inch is easy, but moving 1 inch over a fence and moving 1 inch through a window are decidly harder.

PostPosted: Sat Aug 15, 2009 5:26 pm
by Rayhawk
Earlier versions of BrikWars accounted for difficult movement.  It was a good idea in theory, but in actual play it just ended up bogging down the game without making gameplay any more interesting.  So I streamlined it back out again.

PostPosted: Sat Aug 15, 2009 7:36 pm
by lrdofbricks
true, but in smaller battle with more custimization, its sometimes good to be able to go more in depth. maybe you could add the complicated rules from 2001 as a expansion for small, in depth games.

PostPosted: Sat Aug 15, 2009 9:34 pm
by MasterEcabob
Or he could do something thats actually worth of his time?

I mean, seriously, is it that hard to just fudge things/use your own house rules?  I fail to see why you would want him to include such a thing...

PostPosted: Sun Aug 16, 2009 8:12 am
by lrdofbricks
doesn't matter to me, i already have the indepth rules figured out. if you guys don't want to have that option, thats fine

PostPosted: Sun Aug 16, 2009 2:54 pm
by MasterEcabob
Right, since you've already got it down (and many people seem to have their own way of doing things) I don't really see why you would need to burden Rayhawk with the task of adding it to the rulebook.

PostPosted: Sun Aug 16, 2009 2:56 pm
by lrdofbricks
sorry man, i was just making a suggestion. if you hate the idea so much, forget i ever posted it.