Difference between revisions of "Turn"

From CrawlWiki
Jump to: navigation, search
m (update quick blade example)
m (use rapier to make it less convoluted)
 
Line 7: Line 7:
 
*In most casual contexts, and in some areas of the game, one 'turn' is equal to one [[decaAut]] (10 [[aut]], or arbitrary units of time). This is a relative measure of time: slow actions may take 1.5 'turn' and give you 1.5 'turns' of regeneration, but only count towards 1 turn of the turn counter. Most actions, such as moving or waiting, take 1 decaAut. See the [[decaAut]] page for more details.
 
*In most casual contexts, and in some areas of the game, one 'turn' is equal to one [[decaAut]] (10 [[aut]], or arbitrary units of time). This is a relative measure of time: slow actions may take 1.5 'turn' and give you 1.5 'turns' of regeneration, but only count towards 1 turn of the turn counter. Most actions, such as moving or waiting, take 1 decaAut. See the [[decaAut]] page for more details.
  
Character and monster behavior can't be fully explained with the raw turn counter (the first definition). For example: a skilled [[quick blade]] lets you attack at 0.5 decaAut, swinging twice per turn. Swinging four times would be two game-turns, but only 1.0 decaAut. An average speed monster would only act once in that time, but you still swung 4 times total.
+
Character and monster behavior can't be fully explained with the raw turn counter (the first definition). For example: a skilled [[rapier]] lets you attack at 0.5 decaAut. Swinging two times would be two game-turns, but only 1.0 decaAut. In other words: an average speed monster would only act once in that time, but you still swung 2 times total.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Latest revision as of 20:31, 19 September 2024

Main Article: Actions

Dungeon Crawl is a turn-based game. There are two, largely distinct definitions of a turn:

  • The turn counter: Every command, such as moving, attacking, or waiting, takes one turn. This is separate from time; it doesn't matter how long or short these actions are, they'll increment 1 turn. These are the "turns" stated in at the end of the game, and the turns used for scoring. The Stealth mechanic also checks for raw turns.
Automatic commands, like resting with 5 or autoexplore, count towards multiple turns, as they are technically multiple actions done for you. Commands you can interrupt (e.g. putting on equipment like armour or amulets) also count as multiple turns.
  • In most casual contexts, and in some areas of the game, one 'turn' is equal to one decaAut (10 aut, or arbitrary units of time). This is a relative measure of time: slow actions may take 1.5 'turn' and give you 1.5 'turns' of regeneration, but only count towards 1 turn of the turn counter. Most actions, such as moving or waiting, take 1 decaAut. See the decaAut page for more details.

Character and monster behavior can't be fully explained with the raw turn counter (the first definition). For example: a skilled rapier lets you attack at 0.5 decaAut. Swinging two times would be two game-turns, but only 1.0 decaAut. In other words: an average speed monster would only act once in that time, but you still swung 2 times total.