Cumulative Impulse System

Instead of advancing the impulse marker on an impulse track, you keep a cumulative impulse value.
The turn ends when the impulse value is >= 50.
At the end of every impulse, you roll a number of dice based on the weather of the *previous* impulse and add it to impulse value:
- if it was advancing at 1, you add 1d10.
- if it was advancing at 2, you add 2d10-1.
- if it was advancing at 3, you add 3d10-3.
- if it was advancing at 4, you add 4d10-5 (yes, it's possible but highly unlikely to go negative).
- if it's the 1st impulse of the turn, you always roll 1d10.

After rolling:
- if nobody passed, the turn ends if the cumulative impulse value is 50 or greater.
- if all but one major power passed, the turn ends on a value of 49 or greater.
- if all major powers passed, the turn ends on a value of 48 or greater.


There has always been something that has bothered me about the whole turn-end, weather, passage-of-time issue. I decided that it's not the "critical luck" element that bugs me about it but rather the sudden and devastating impact. It's always seemed strange to me that time is ticking along the impulse track and then time suddenly stops without warning.

The weird thing in WIF is that during the 2nd half of the turn, you start to make plans based on the probability of whether there will be another week of war. Of course, a real commander would know what date it is and feel the mounting pressure of time. In WIF, we have no notion of "when" something happens until after the turn is done.

So I decided to do some math and play with some die-rolling software and I came up with something that is mostly turn-length neutral and allows just as much critical luck as there is currently. The difference… time passes.

Some notes on the math:
- obviously, the percentages are not perfectly matched but they're very close to RAW. Because you're rolling so many d10s, there is some slight bell-curving. In general, all the possibilities are within +/- 5% of the current system. Turn length is *very* slightly biased away from extremely short or extremely long turns.
- if you're wondering about the minuses for everything above 1d10, this is actually a bit of a hack. It has to do with the fact that when the original track was advancing multiple squares, the percentages are different because you are rolling less frequently to end the turn. These minuses, although not perfect, seem to model this reasonably well.
- I originally tried to model this system around the turn ending on the number 42… which would have been really cool. Unfortunately, WIF is not the question to the meaning of life, the universe, and everything.

Note: like all the experimental rules on this site, this rule has not been playtested yet. Use at your own risk.

— Pablonius

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