Sir Brennen
Legend
ZOMG! You used the "V" word!ruleslawyer said:Lots of videogames use tick-based mechanics; cooldown mechanics are tick-based in essence (e.g. WoW).

Seriously, I think people tend to forget that videogames support more "real-time" playstyle and mechanics using ticks and such, which often involve watching many factors, if-thens and lots of math, because ... hello... the gamemaster is a computer. Some game mechanics which work perfectly smoothly on my Intel Duo might bog the game down a little at the analog table.

I'm fine with pulling stuff from the videogame world for tabletop RPGs, when it can be done without undue complication. As a Guild Wars player, I'm itching to see if I can replicate the concept of the various character attributes as talent trees in 4E, and possibly translate the game's skill system into spells, feats and maneuvers. I'm thinking about classifying spells that negatively affect targets as "hexes" and beneficial ones as "enchantments", with spells and abilities that take advantage of the difference. But all of these things are pretty "static", mostly coming into play during character creation, or spell selection.
I wouldn't want to translate GW's Energy and Health systems over, both of which are primarily "tick-based", and of course important mainly in combat. So many things to make them go up and down, in chunks or X per second (where X can change wildly.) Again, something a computer is great for, but would be a bookkeeping chore at the table.
Ticks, tokens, whatever... I just think that with the current goal of making combat more streamlined (a concept I agree with), tracking such things round to round is going in the opposite direction. Most players of IH that I know agree that combat in that game is just as complex as it is in standard D&D, despite the lack of spells and magic items.
Last edited: