When it is your turn and you want to take more than one action, do the action happen back to back? The other thing I can see happening is to go through the init order and allow everyone to act on their own turn. Then go through the order again and allow 2nd actions, etc.
What do you think?
Mitch
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I've been assuming that multiple actions, as opposed to reactions, all happen during your turn one after the other.
Once you are done the next person acts. Defensive reactions happen out of sequence, but get a penalty if you have already acted that turn. The phased approach may be more realistic but it diminishes the awesome of delivering a flurry of blows that punch past your opponents attempts to block them. Assuming you have enough skill to press the attack.
Most GM's seem to let people take their remaining actions at any time up to the end of turn, as would I. (That's really why resist is an action that takes place in response to an opponent's attack action. A player may leave actions open for their character to defend their self at any time during the turn.) I also have a rule for prepared actions. You can prepare an action during your initiative order that can take place anywhere between your initiative order this turn and your initiative order in the next turn, based upon a trigger. It is effectively pausing an action. If the trigger never occurs or if you perform another action before the trigger can take place, then the action is wasted. A prepared action counts as an action even if it never takes place. (The effort was made.) So actions performed after the action is prepared get a multi-action penalty as if the prepared action took place.
So, that would work for the situation where a character makes an attack that removes his opponent and then declares he is readying for the next opponent who moves in to attack him?
That way he can get his attack in first when the opponent moves in?
Yes, but you would have to sacrifice your resist check to accomplish it, since the resist check is itself triggered by the attack. But let's say if you want to take advantage of the opponent raising their weapon to strike, the opponent can't defend their self while they are attacking, and since you have already prepared your action, you get to attack first. If your prepared attack fails, then the opponent's attack takes place and you can't defend against it even if you still have actions left. Though you could prepare two actions, one to defend and one to attack, (In that order. The resist check is a trigger to the attack. You can either trigger a prepared action on the attack, replacing the defense, or trigger it to take place after the defense.) in which case you would be able to accomplish both, as long as you have the actions available and call it during your initiative order. You can prepare any number of actions during your initiative order, but they must take place in the order they were stated.
But prepared actions is just my own rule. There's nothing for prepared actions in the rulebook.
I have a person take their actions on their turn. Period. Resistance checks happen outside their turn. This keeps it very clear who can do what when.
Most of my players simply place a d6 on the table in front of them and I do the round the table method. The d6 tracks number of actions that turn, and resists occur as they use them. There have been lots of threads on this, and your mileage may vary. I agree with jasales that doing them all at once is less confusing, but to me (and this is just my opinion), I think the "round the table" is a little more realistic and manageable.
I guess the point is, either way works. You can go Ascent's route and add rules for other situations, you can go the rules as written for a nice game, you can go my route where (once character creation is done), the gameplay uses less rules. It works either way. The mechanic is very resilient.