So, one of the things I've been excited about in EP2 is the clarified structure of individual turns.
In EP1, each turn allowed a character to take "a minimum of three quick actions", or "a minimum of one quick action plus one complex action" or "a minimum of one quick action and an ongoing task action." This left things far too fuzzy, IMO: quick actions were sort-of-free-actions, and their theoretically unlimited nature made it dangerous to put any really useful actions (like reloading) into the quick action category.
In EP2, Those "minimum of" bits have been nuked, and the number of actions is very explicit: Unlimited "Free" actions, 3 quick actions, or one quick and one complex action, or one quick and one ongoing task action.
I've mentioned before that I'd love to see the "two attacks per complex turn" mechanic for Semi-Auto and Burst Fire weapons turned into "A quick action can be used to take a SECOND shot with a SA or BF weapon". Not so much because I want to see double-taps nerfed, but because I hope the new clarity around free/quick/complex/task actions will lead to more interesting and valuable things to *do* with one's quick actions.
At least so far, most "interactions" (Activate object, Draw weapon, Open Door, Grab object, Take drug) and some movements (Take cover, Jump, Rise from Prone) are quick actions. All explicitly combat actions (Aim, Melee Attack, Full Defense, Reload weapon, Fire Weapon, Throw) and a few movements and interactions (Examine, operate complex device, rush, difficult movement) are complex actions. Free actions are reserved for movement and "the basics" like simple perception, dropping things, and dropping to prone.
[table]
[tr]
[th]Action[/th]
[th]Duration[/th]
[th]Type[/th]
[/tr]
[tr]
[td]Perception[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Drop Objection[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Move[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Full Move[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Go Prone[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Activate object[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Draw weapon[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Open Door[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Grab object[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Take Drug[/td]
[td]Free/Automatic[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Take Cover[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Jump[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Stand from Prone[/td]
[td]Free/Automatic[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Aim[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Melee Attack[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Full Defense[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Reload weapon[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Fire weapon[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Throw[/td]
[td]Complex[/td]
[td]Attack[/td]
[/tr]
[tr]
[td]Examine[/td]
[td]Complex[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Operate complex device[/td]
[td]Complex[/td]
[td]Interaction[/td]
[/tr]
[tr]
[td]Difficult Movement[/td]
[td]Complex[/td]
[td]Movement[/td]
[/tr]
[tr]
[td]Rush[/td]
[td]Complex[/td]
[td]Movement[/td]
[/tr]
[/table]
I'd still like to see a few of these clarified/streamlined, but my primary interests are: will there be gear/mods/tools that allow players to nudge certain actions from one category to another? The concealed quick-draw wristmount for handguns, for example, could nullify the "draw" action, and make the first shot with a concealed weapon a quick action instead of a complex one. (Giving the player another complex action to work with).
Hacking, in particular, could benefit from a similar set of clarifications. Although actual subversion of a system or breaking into a fully protected system are long-term task actions not well suited to combat time, most OTHER stuff involved in hacking, like triggering executables, elevating permissions, simple information, spawning off separate tasks, etc could all map cleanly to this action economy. Ultimately, coordinating mesh and physical actions on the same action clock would be a huge boon.
Any thoughts?
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Action Economy
Fri, 2017-06-02 17:08
#1
Action Economy

- A combat turn in Hero is 12 segments (informally each one is a second, but it's mostly kept abstract).
- Standard speed for a character is 2. You buy up from there.
- You divide your actions into the 12 segments. So Speed 2 means you act on segments 6 and 12. Speed 3 means you act on segments 4, 8 and 12. Speed 4 means you act on segments 3, 6, 9 and 12. This is all on a chart and your speed seldom changes in combat so if you have trouble dividing 12 by your speed, it's not a big deal. ;)
Note, Hero has something that acts as a balance to high speed which you don't have in Eclipse Phase - Endurance. Nearly every action you take in Hero is tiring (costs Endurance) so a character that can act on four segments and chooses to do so, is going to run out of Endurance much more quickly. It's an extra thing to track but we just use poker chips and just pull them from the bowl as needed. It becomes very natural very quickly and I love the tactical consequences and realism of someone having to pause to rest. Of course that isn't vital - you could use a similar system and just not bother with endurance costs if it's not a part of your rules. The chief thing that drives people bananas with this initiative system is that it's not random. If you have the higher Speed, you're going first. It's a different paradigm, but it works well for us. If anyone is wondering about different action lengths, most actions are either a Full Action or a Half-Action. You also have Free Actions and occasionally ones that have a duration - i.e. you perform them in your initiative phase but they don't take effect until a subsequent segment. Those are less common though. It's a very good system but I suspect the non-random initiative is a show stopper for many. It's not unrealistic, though.