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Turn Systems

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Which type of turn system do you prefer?

---Structure---
1
3%
Traditional turn-based (IGOUGO)
5
16%
Reactive turn-based (turns, but many opportunities for non-active combatants to react off-turn)
3
10%
WeGo (all combatants choose actions simultaneously and secretly, then all actions are executed)
1
3%
Alternating phases (turns, but only actions of a matching type can be executed in each phase; ex: Movement -> Shooting -> Melee)
0
No votes
Ticks (turns, but actions take a certain number of ticks to complete, and combatants do not receive another turn until action completion)
1
3%
Segments (turns, but fast combatants get more turns per round)
1
3%
Anarchy (players take turns via verbal declaration and agreement)
0
No votes
Other (please specify)
0
No votes
---Grouping---
1
3%
Individual (each combatant acts on his own initiative)
7
23%
Type (all combatants of the same type act on the same initiative)
0
No votes
Team (all combatants on the same team act on the same initiative)
1
3%
Other (please specify)
0
No votes
---Ordering---
1
3%
Fixed (e.g. all players before all monsters, or each player in clockwise order)
0
No votes
Static (based on an attribute such as Speed)
3
10%
Deterministic (based on choice of maneuver or choice of maneuver + attribute)
3
10%
Random, rolled once (dice roll or dice roll + attribute)
0
No votes
Random, rolled every round (dice roll or dice roll + attribute)
2
6%
Alternating (e.g. ally, enemy, ally, enemy)
1
3%
Simultaneous (all actions are revealed and resolved simultaneously)
0
No votes
Other (please specify)
0
No votes
 
Total votes: 31

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WhiteShark
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Post by WhiteShark »

Eyestabber wrote: July 18th, 2025, 02:25
The way it works is If you choose to hit me with a fierce punch and I go for a jab, my action is resolved and yours is cancelled.
Only if the jab does enough to dizzy the other guy. If it doesn't, his move still completes after.
Eyestabber wrote: July 18th, 2025, 02:25
But yeah, I have huge curiosity in wego systems. Btw, that's how combat in endless space 2 works IIRC. You and your opponent make a choice at the same time then both fleets execute the chosen maneuver.
That sounds interesting. Are the maneuvers executed in real time? That's how it worked in Frozen Synapse. I loved that game.
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Post by WhiteShark »

ArcaneLurker wrote: July 18th, 2025, 02:29
Ah, it wasn't a board game, it was isometric, similar to Final Fantasy Tactics, but I can't remember the name, and I probably won't ever. Searching for it doesn't come up with anything, I assume that's because "WeGo" isn't used to describe videogames, or wasn't ever used in association with that game despite it using the same mechanics.
Hm, yeah, I can imagine it not working that well on a grid with many combatants. It worked in Frozen Synapse because you could instruct your guys to fire if someone entered their line of sight, so your instructions could be 'fuzzier' and still effective.

I think WeGo with precise action selection works better the smaller the scope is. BattleCON is (normally) 1v1 and conducted on a single row of spaces. One of the things that keeps it from being pure RPS is that, once you've used a certain maneuver, it cycles out of your available pool for a couple turns, so you can try to bait out a strong combination and then punish the opponent while it's out of play. It's also an open information game, so you know exactly which maneuvers the opponent has available to him at all times.
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Post by rusty_shackleford »

:voting:
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WhiteShark
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Post by WhiteShark »

WhiteShark wrote: July 18th, 2025, 02:31
Eyestabber wrote: July 18th, 2025, 02:25
The way it works is If you choose to hit me with a fierce punch and I go for a jab, my action is resolved and yours is cancelled.
Only if the jab does enough to dizzy the other guy. If it doesn't, his move still completes after.
Actually, I thought of something else that may have confused you. In the Street Fighter RPG, once you start your attack, you can't move anymore. I saw some people on message boards thinking you could Jab and then run back out of range, but that's not how it works. If you Jab into someone else's Fierce, you're stuck in his range, so your only hope to not get clobbered is to roll improbably high on damage and dizzy him.
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Post by Norfleet »

ArcaneLurker wrote: July 18th, 2025, 01:36
I find whichever this one is to be the most interesting
I remember that one. I liked the historical art and very serious tone.
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Post by TKVNC »

WhiteShark wrote: July 18th, 2025, 01:44
I redid the poll options, so please cast your votes again.
That's fair.

Same as before basically, but I do like reactions.
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Post by DemoGraph »

WhiteShark wrote: July 17th, 2025, 08:26
I can't remember which off the top of my head (maybe Storyteller systems), but I know some RPGs use Ticks
IIRC Exalted 1-2 ed use ticks. Don't know about the 3 ed.
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Post by DemoGraph »

IGOUGO for traditional RPG.
Reactive could be played live, but definitely doesn't fit forum games or PBeMs. It's probably better for tacticools, but too detailed for roleplaying (unless it's Ars Magica-like game or combat-oriented RPG where you revel in technical details).
I want to like WeGo, but I believe it would be too burdensome for TTRPG and unmanageable without PC. I liked it on PC tactical games (Laser Squad Nemesis, Alfa: Antiterror (though the last one was too hardcore for me)).
Phases are dumb.
Ticks are too burdensome.
I'd say that segments are not a system by themselves, but rather a part of a system. You can include segment mechanics in IGOUGO (xPiratez does that on PC easily).

Individual is the only one that matters really. Everything else is either dumb or wargame (IGOUGO team movement).

Ordering - for me any, except fixed and alternating, but rolling every round seems excessive. I don't like to roll for every fart.
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