Hope that helps you out.
Kamikaze Midget said:Thanks, mourn! I've gotta say a few things don't make immediate sense to me (why is tick 6 the highest? Because of the d10 pool's mechanics?), but how it reflects the speed of the action is exactly what I was also trying to get at from the d20 side of things.
But for D&D, I'd LOVE to see anything that makes character speed more than an issue of who goes first in the cycle. While simple, it's TOO simple, in a way that (for instance) moving your characters around isn't. It could use some interesting tactical complexity. Not much, but a little.
http://www.enworld.org/showthread.php?t=183977Mourn said:I'd like to see tick-based combat slit round-based combat's throat and bury it out in the desert. Exalted 2nd Edition (and Scion) use tick-based combat, and I've totally fallen in love with it. Every action you take has a speed value attached to it, and you wait that number of "ticks" (abstract measurement of time, though it can represent real time; in Exalted it equals one second per tick) until you can act again. This way, you can more easily represent the difference between a faster, light attack (low damage, speed 3 for example) and a heavy, powerful one (high damage, speed 6 for example).
2nd edition D&D used weapon speed during combat. While I found weapon speed to be cool in theory--made me grunt with interest the first time I read a 2E PHB--in practice, I found it to be cumbersome. Another complication to an already tedious combat system. I wouldn't want to see weapon speed or movement action speed (what you refer to above as "ticks") included in 4E.Mourn said:Every action you take has a speed value attached to it, and you wait that number of "ticks" (abstract measurement of time, though it can represent real time; in Exalted it equals one second per tick) until you can act again. This way, you can more easily represent the difference between a faster, light attack (low damage, speed 3 for example) and a heavy, powerful one (high damage, speed 6 for example).
I think using a d20 and counting down 1. takes too long and 2. really makes dex etc less important than rolling lucky.
I think that the best model for initiative would be from Basic/Expert D&D-- it was an "order of operations system". This would also allow people to essentially get rid of AOO (except for if people run away and turn their back to you).
1. Ranged attacks
2. Melee Attacks.
3. Movement.
4. Spells & everything else.
5. Finish up [i.e. people who moved can now attack, people who attacked can now move, etc]
Kamikaze Midget said:Ick. That would mean I need to declare my action before I resolve it, ne? That's not reactive enough for my tastes...