<kmath>
YouTube - Wooting One - Is Analog the Future of Gaming Keyboards?
<FoxBot9000>
yt: Wooting One - Is Analog the Future of Gaming Keyboards? | HardwareCanucks
<Greys>
lpg, sure they do, wizard casts magic missile, it has a range of 120 feet, a turn is 6 seconds, but there's a concurrent time thing going on, so the minimum speed of a magic missile would be 10ft/s, or approximately 3 yards per second. the speed of sound being 45 feet per second, the speed of a magic missile is at best about a quarter the speed of sound
<Greys>
depending on other actions taken in the turn and how you interpret turn concurrency theory, the missile could be much faster because it has less turn percentage to elapse
<Greys>
so say the normal speed is 30 feet per turn, 5 feet per second, if you run your entire speed then the magic missile has to be cast and resolved during the final second of the turn, meaning it'd need to go six times faster
<Greys>
I wonder if you could make a tabletop system with a physics clock; and say like, everybody's turn starts two ticks after the person before them, and have everything legit resolving concurrently
<Greys>
a square is 5 feet, so every square of movement is a tick, if you move all 6 squares you're capable of, you don't have any ticks left to perform a standard action, so you'd only be able to do things that allow you to perform them in motion
<Greys>
you'd also get into action duration for non-unit operations, and classes could have various abilities to operate beyond the span of a 6 tick turn with the consequence of moving their initiative position
<Greys>
so say in pathfinder there's the concept of full attack actions, which you can't do if you've done anything else on your turn; that would be redefined to taking 6 ticks; normally that's the same thing but if you're a fighter with some kind of action point or second wind, you have a pool of 6 ticks that you can add to your turns across the day; restored during a long rest
<Greys>
or say haste instead of giving you more actions to take, it subdivides your ticks, so during a normal turn you have 12 ticks to play with instead of the 6 that elapse, but it doesn't spread your turn out
<lpg>
so it's just like a regular AP system but with simultaneous resolution?
<Greys>
maaaaybe
<lpg>
might be simpler to just implement really short turns, where most actions skip your next N turns
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<G-Mobile>
lpg: it might be but I think if you stick to the tick metaphor it'll be easier for players to comprehend
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