Page 1005 - Race the Rainbow

28th Dec 2017, 6:00 AM
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Race the Rainbow
Average Rating: 5 (1 votes)
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Author Notes:

Newbiespud 28th Dec 2017, 6:00 AM edit delete
Newbiespud
Artist: ChrisTheS

As I mesh together these simultaneous but linear sequences into a turn order (that weren't built with a turn order in mind, but all the same), the character that makes this the most challenging turns out to be Pinkie Pie. She has a fair number of abilities that let her act out of order, but her natural inclination to antic also kinda stretches the boundaries of D&D's orthodoxy.

I'm having a lot of fun, though, don't get me wrong. It's like putting together a jigsaw puzzle.

38 Comments:

Silver 28th Dec 2017, 6:34 AM edit delete reply
It's okay, interrupt actions mess with my head when actually GMing, especially when they affect the initiative order directly.

I̶ ̶d̶o̶n̶'̶t̶ ̶t̶h̶i̶n̶k̶ ̶I̶'̶m̶ ̶r̶e̶a̶d̶y̶ ̶f̶o̶r̶ ̶E̶x̶a̶l̶t̶e̶d̶
Winged Cat 28th Dec 2017, 12:51 PM edit delete reply
Winged Cat
What about initiative by interrupt? Start with those who automatically go first, handle their interrupts, handle the interrupts of interrupts, and so on until everyone has taken their action for the turn. (Or until all but that one participant who is fine with going last, having invested instead in more power.)
you know that guy 28th Dec 2017, 2:17 PM edit delete reply
Exalted is easy if you can count in Septal.
Dusk Raven 28th Dec 2017, 4:12 PM edit delete reply
Interrupts actually became a concern in a project I was thinking of - where I turn the mechanics of Pony Tales: Aspirations of Harmony into the mechanics for an RPG video game. The thing is, turn-based video game RPGs generally don't have the sheer amount of interrupts and reactions that can potentially happen in a game of PT or Wanderlust... kinda breaks the flow of the action.

It isn't as much of a problem in tabletop RPGs because they're usually slower and more methodical, but video games set a different pace...
Tycho 29th Dec 2017, 12:45 PM edit delete reply
What if events have an expiry countdown? If a player dies or something like that, have a few second countdown that you can interrupt the killing blow. It might look odd when the player dies, then undies, but it may offer interrupt potential into a real time system.
Dusk Raven 29th Dec 2017, 4:42 PM edit delete reply
I thought about that - a case where there's a short timer where you can press a button (or even hold a button before the timer starts) and it popups a menu for whatever interrupts and reactions are applicable. Most likely I'd have it so that the player can set it one of three ways - you hold down a button as the event happens, there's a timer in which you can press a button, or it simply always asks whenever a reaction is available.

Either way, I'd put the timer before the event actually resolves - so the player takes the blow, or the attack approaches, the damage number pops up, and you get the option to intervene.
ChrisTheS 28th Dec 2017, 6:35 AM edit delete reply
Full-res shots here.

Pinkie seems to me like that play