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Basic mechanics

944 bytes added, 06:50, 22 February 2020
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' After having successfully eliminated During a fight against a nasty creature, Sarah notices she has taken hits and sustained a few three [[Wounds during the fight]], and is now bleeding. In order to access the [[Meds|bandages ]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Wound) in order for her to stop bleeding. Hopefully she  GMs are, however, encouraged to expedite such processes for the sake of keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is able usually better to patch herself simply let player characters heal themselves "for free". It is up before all to you to concert yourselves between GMs and players to decide what kind of her red fluids are on intensity and granularity you want in your sessions. * '''Example:''' Normally, if Sarah were still in combat and had to heal 3 Wounds using bandages, she would have to spend the floorfirst turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first wound with a bandage (-0.2 Blood), then turn 3 for healing wound 2 (-0.1 Blood), then turn 4 for healing wound 3 (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time.