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Subject: Need help defining mechanic. rss

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Tysoch Tysoch
Canada
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Hello everyone. I have recently come across a game that uses an interesting way of dealing with time and I'm trying to add a dexterity mechanic to it. But first I need help figuring out what this way of dealing with time is called.
The players have player boards with slots numbered 1-12 and a deck of cards with actions, the cards are numbered anywhere from 1-12. Every turn a player may place a card on its corresponding slot on the player board. Once all players are done the cards slide down in number by 1 slot. And the actions that hit the "0" slot are played. Players then place a new action if they choose. (I hope that explains it)

So I have 2 questions for you folk, one, what is this mechanic called?( if it is indeed a mechanic). And how could a dexterity or accuracy mechanic be added to this way of dealing with time?

Thank you all so much! Oh and I am very interested in learning more about mechanics in games, so if you have any resources I would love to read/view them! Thanks!
 
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Guillaume
Japan
Fujisawa
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I would call it a "scheduler", but this might be my IT hat, not my gamer hat speaking ! (Although, technically, hats don't speak)

Adding dexterity to such a system sounds odd to me, but I have to admit games involving dexterity are not my favourite (there is something sinister* about them)

If the goal is to have your cards played faster, some kind of board with a target could be good : get a token as close as possible to the centre to get your card(s) to move faster.

* Well. If you get that, you might need as much help as I do
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John "Omega" Williams
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Kentwood
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Sounds like standard initiative procedure.

It is often dexterity or speed defined. Faster characters act sooner.
 
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Sturv Tafvherd
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North Carolina
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depending on theme/usage, I've seen that called:

cool-down - minimum amount of time between consecutive use of the same action

charge-up - an action requires a minimum amount of resources prior to activation ... and sometimes, additional resources may be expended to power it up for more effect

weapon/action speed - in an old version of AD&D, this was part of initiative. If I remember right, you roll d20, and then add your weapon speed. lower numbers are better. The DM then starts counting from 1 and proceeds up. When your number (total d20+speed) is called, your action takes place.

 
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John "Omega" Williams
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If its a power with a cool down phase or a charge up phase then either term works depending on which it is.

 
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Christopher Todesco
United States
Chicago Suburbs
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Read it again, carefully...
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Timeline...
Action queue...
Schedule or scheduler... (cron?)

Questions-- once an action is on the schedule, can the player (or other players) do anything to affect it-- bump it up, delay it, or remove it from the schedule? Once the action reaches 0, does the player HAVE to commit the action?
 
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Tim M-L
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The card mechanic strikes me as essentially Hand Management, with each player having two hands to manage- the cards in hand and the countdown board.
 
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Tysoch Tysoch
Canada
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To answer a few questions.
Once a action is on the timeline it can not be effected by players.
And the dexterity should work it's self into the timeline.

Thank you all, the more info the better!
 
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