Frayed Knights - Taking Turns
In the end, I discovered that the game I really wanted to make used actual turns, with everyone taking (usually) one action per turn. This was a substantial overhaul, but overall a Good Thing.
Most actions in the game, if they take any time at all, take a turn. Picking a lock, walking a certain distance (about thirty feet), casting a spell, searching, etc. It’s not an exact science or count of time, nor do I want it to be.
In combat, the order in which actions take place is determined by an initiative check at the beginning of each turn. This check is a random factor modified by equipment (knives are quicker than 2-handed swords), feats, spell effects, and the character’s Reflexes score. In the beginning of the game, Dirk (who has the highest reflexes score of the party) will be the first player character to act most of the time.
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