View Single Post
  #9  
Old July 17th, 2011, 05:12 PM

JonBrave JonBrave is offline
Second Lieutenant
 
Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
JonBrave is on a distinguished road
Default Re: rules question: turn resolution

Quote:
Originally Posted by thejeff View Post
Yes, you have it exactly right.
All I meant by 'random' is that which order (high-to-low or low-to-high) it goes in is chosen randomly. Or pseudo randomly, if you want to be precise.
Obviously not encryption algorithm worthy, but I think it's a clever trick. It really covers about 95% of what you'd get out of completely randomizing action order, at a much lower cost. There are a handful of edge cases where you can abuse it, like using high and low id casters, but mostly all that's important is that you don't know who's going first. Not doing more work than you have to is elegant.
I'm completely bemused by this explanation. This is all in order to draw a single random number (bit) rather than a bunch of random numbers to mix the order??? fgs, randomize the order. We don't need a "clever trick" to be "elegant", be really daring and use an extra CPU cycle
Reply With Quote