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Sharing some design thoughts about the turn sequence I'm using for my heartbreaker.

http://blog.trilemma.com/2016/03/a-turn-sequence.html

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A Turn Sequence

Here's my current thoughts on a turn sequence for fast-paced activities, such as combat. By fast paced, I mean those times where the rate of irrevocable, bad things happening outstrips the party's ability to integrate what's going on, talk it over, and come up with a plan that takes into account everything they've perceived.

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