felicity said:
You mean all instances where the system are designed to work. You are making a straw man here. There is no such thing as a one-size-fit-all simultaneous system, same to sequential system, or any system really.
Completely wrong. Only a simultaneous system needs a multitude of exceptions and sub-rules. A sequential system only needs a basic rule to determine sequence of events, which automatically, miraculously, fixes any and all issues of conflicting events happening simultaneously.
Have you read my reply? A damage formula that takes into account of buff/debuff of a skilll carries. No sequential mechanic is involved.
What the fuck does that even mean? Either the buff is taken into account in which case it effectively happens before the attack, or it is not taken into account so effectively it happens after the attack. There is NO way to resolve them simultaneously.
Nice double thinking. So it isn't a loophole because eh... IM TOO SMART FOR LOOOPHOLESS AND YOU ARE FULL OF LOOPHOLES BECAUSE I SAY SO.
Apparently you are not smart enough to figure out that making up powers to specifically break a system does not make a system broken.
No matter how you dance around it, a sequential system cannot handle a skill that gives priority to two actions (and no this is not intentional loophole as the concept is not inherently contradicting). Your solution isn't a solution, if you gives one priority over another, it will be a contradiction. All it does is dropping a mechanic that the system cannot work with, and picking up another mechanic that works, which is exactly what you accused of 'cherry picking'.
Of course it is inherently contradicting. It is inherently contradicting on ANY system. Two characters both cast “I go first”. Next round the first character casts heal that would take him from 5 HP to 10 HP. The second character casts Magic missile doing 7 HP of damage to the first character. How do you resolve that non-sequentially genius?
Exactly my point. If you take out 1 HP 50 times it is NOT simultaneous - take one, then take another - not simultaneous. How do you resolve divisible units as one single effect if not simultaneously? Can you name me one instance where you can take out any amount of divisible units, yet is not simultaneous?
There is nothing divisible. Get over it. You do not resolve 50 HP of damage by doing -1 HP 50 times. You just do -50 HP. There is no simultaneous action happening. It is just a single action.
You may prone to think many effects are sequential due to in-game presentations and habitual thinking when in fact they are not necessarily sequential. Many games have a damage formula that makes no difference whether some effects are applied sequentially or not(you may have heard of multiplier?). 2 Fireball, 20 Thunder Bolt. It doesn't matter - it's the same: references the skill table, pluck the values then place them into the formula. A double Thunder Bolt just mean more calculations, which is no real different than doing 50 damage with a sword in the sense that only the formula has changed.
Exactly how dense are you? Many mathematical functions can occur regardless of sequence, and multiplication or division are amongst them. That has nothing to do with a combat system. It is just math. Add an effect that uses addition/subtraction (like damage resistance or flat bonuces to die rolls) with another that uses a multiplier or division and immediately your whole argument crumbles.
Yes, MANY actions are sequence irrelevant, but that means jack shit as a system must be reliable in ALL cases not just some. And a system without rules to break simultaneous actions into sequential ones will always be broken.