
Hi, long-time listener, first-time caller. ;)
I'm looking to implement Circle of Hands on roll20. It's very much a theatre-of-the-mind type game, so it doesn't have a lot of needs that roll20 can't solve "out of the box".
However, it does have a pretty unique requirement for what most people would call its "initiative tracker". I've tried describing it in the past, and have learned that I always misrepresent it. I'm going to opt to present a snippet of the rules:
CHAPTER 5: KILLING
When someone says, “It's time to kill you,” this is how it's done.
Positioning
A fight begins with the GM describing the physical
circumstances, based on anything that is known and anything
they were personally imagining at that moment. This setup is
non-negotiable and without questions or discussion. Then
everyone briefly says what the characters they play are just
beginning to do, in any order regardless of the characters' relative
speeds.
Announcements and timing
The initial sequence for when the actions land is set by current
Quickness. Resolve Quickness ties with an odd-even die roll.
Use a physical circle about 10 cm in diameter, and designate its
orientation, like a clock with 12:00. Get a little token for each
character in the fight. Put the one who goes first at 3:00, the next
at 2:00, and so on, tracing back counterclockwise over the top.
Start with the person at 3:00. They may do whatever was
announced or do something else. When their action is resolved,
move the counter clockwise so that it's at the end of the line and
scoot them all clockwise so the next person is now at 3:00.
Once begun, there are no rounds or units of time or action,
Quickness values are no longer relevant to ordering, and intent is
stated per combatant, not as a group procedure. Play continues by
seeing who's at 3:00, then wrapping that token around to the end.
You may choose to have your character do nothing at 3:00; they
simply go around to the end without doing anything.
A character's position in the sequence is altered in three ways.
...
The rules then go on to explain how a character's postion in the sequence can actually be changed (not really relevant to my question).
Right. My question.
How do I implement this 10cm circle play aid in Roll20? Shuffling tokens around on the vtt with no automation strikes me as really time-consuming compared to doing it in meatspace with physical objects.
Suggestions on how to do this?