[@Holy Soldier] ([@Ayemdar] you might want to read it as well) [hider=An alternative to rounds]So I've been watching this progress for a while and I've been thinking. If we're unable to accurately measure time in seconds, why rounds? What is a round? A round is a common thing in RPG, usually specified as a short period of time (between 4-10 seconds in my experience) in which a number of actions may happen. Most games allow one standard action (to begin with) and may allow lesser actions that are either very swift or easy to perform. If we can't measure time, then we can't base a round on time. I've seen forum-RPGs substitute rounds for posts, but because a post can describe anything from a few seconds to several years this is extremely inaccurate. We can define a round based on actions, for example one round = one action, one action being an attack, movement or similar action that demands concentration from the character. However, this also means that we must further define what "an action" is, which will take time and shift focus from the joy of playing the game to checking the number of action you've performed. Why not just bind abilities to actions or events instead? It's easy to do, quick to use and check, and can work both for and against the character as the player writes the story. Instead of worrying about rounds, we tie the abilities to unquestionable things like number of uses, environmental elements (such as "in sunlight"), specific weaknesses (like silver), things we can somewhat accurately measure (distance and height for flying for example) or specific prerequisites (requires boiling water). Suggestion from the character "Raven": Abilities: 1. Teleport Strike: Flash through the shadows and ambush an enemy, dealing damage and knocking them prone. 2. Poisoned Blades: Poisons her daggers inflicting poison damage for one attack. 1. Stun is an effect which needs to be defined by a period of time. Since we can't do time, knocking someone down will have the same effect of having them unable to perform a wide range of actions until they've gotten up again. They may however do a combat roll to lessen the effect or crawl away to avoid being targeted, ie, it opens up to roleplaying and storytelling. 2. Poison (usually a liquid) doesn't stick very well to metal and while one could measure the time it takes for a poison to disappear it it easier to do this with actions. In this example one attack is enough to spend the poison no matter what. Hit, miss, block or wound, the poison is now gone. Interesting upgrades for the ability can involve better poison that stays on the blade longer or which only need contact with the skin, in which case a static block may splatter the opponent with the poison, effectively making the attack unblockable. I won't try to muscle in on the GM-territory, but it feels like we could move a lot faster like this. [/hider] [@Holy Soldier] & [@Fetzen] I've also followed the debate about "petrify skin" and I believe that is has gotten a bit out of hand with the defining of levels and stuff way before it is supposed to be put to use. Focus should be on the current level now. I've taken the liberty of preparing (much like a TV chef) an example of how the ability could be phrased: "Petrifying skin - Instantly turns Kerylun's skin into a tough hide, granting damage resistance against cuts, scrapes and other minor types of damage for the next five such injuries, allowing him to engage in melee combat and make full use of his physical prowess." How about that?