Timing.... The time of a single combat round.

By Malagus, in Star Wars: Force and Destiny RPG

I still disagree - bringing up the limit on maneuvers per turn wouldn't be needed if the free maneuver could be used at any time during the round, but I'm glad we can be so cordial :) . In the end, it doesn't really matter - what works for my table and what works for yours is by necessity different, and that's okay!

True which is why when you join an experienced group you must except things as they are

I look at combat rounds like lines in a movie script. Things happen in sequence so the audience can understand what's going on, not all actions take the exact same amount of time, but only one action at a time can have the camera pointed at it, so everything else is just background until that action is complete.

I look at combat rounds like lines in a movie script. Things happen in sequence so the audience can understand what's going on, not all actions take the exact same amount of time, but only one action at a time can have the camera pointed at it, so everything else is just background until that action is complete.

Nailed It(que the ding of a correct answer)

I look at combat rounds like lines in a movie script. Things happen in sequence so the audience can understand what's going on, not all actions take the exact same amount of time, but only one action at a time can have the camera pointed at it, so everything else is just background until that action is complete.

Except that it specifically states in the rules: "[Players] should also remember that although each round is broken up into turns that happen sequentially in gameplay, narratively the turns are occurring at roughly the same time." F&D p204

So that analogy encourages people to think about the narrative structure in a way that doesn't fit how the game is meant to work.

I don't see a contradiction there, because some actions require a sequence of events to make sense and others don't.

Let's say my friend goes down in a hail of gunfire and I run over to inject him with a stimpack. This can happen within a single round, but obviously it didn't happen at the exact same time.

Of course from a narrative standpoint my character wasn't just standing around waiting for someone to get hurt, he was firing away, being a background actor in a blaster battle, but then stopped shooting to rush over to help.

On the other hand, if my friend was fine and I made an attack roll instead, there is no harm in assuming the attack roll was the culmination of my character firing since the top of the round, and my kill just happened a split second after my friend got hit.

An action sequence always has to be put on screen one shot at a time, but it can convey both simultaneous action and sequential action.