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Tick-based initiative systems -what are your experiences?
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<blockquote data-quote="ValhallaGH" data-source="post: 4681709" data-attributes="member: 41187"><p>Scion, the demi-god game from White Wolf, also uses tick-based initiative.</p><p></p><p>It's a real change from cyclical initiatives, which may have colored my experiences.</p><p></p><p>It's certainly one way to do them. It requires players to pay a lot of attention when things slip into initiative, which can be a real problem for some tables. It requires either a single person to know the tick modifiers for all actions, or else it requires each person to know the tick modifiers for their own actions; this level of knowledge is not common in my experience. It allows many actions in a single tick-cycle, which can lead to an amazing narrative sequence, but can leave some players feeling left out or superfluous.</p><p></p><p>My general reaction is actually neutral. It does some things well, such as allowing a number of minor actions to be spaced over the same time as a couple of major actions; it does some things poorly, such as evenly dividing the action time among the participants. It works, which is the ultimate goal, so it's a valid way of running things. Honestly, you could port it over to any game system, once you decided a) how much action or time a 'tick' represents, b) the 'tick' value of the various actions in the system, and see for yourself in whatever games you regularly play in.</p><p></p><p>I hope that was helpful. Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4681709, member: 41187"] Scion, the demi-god game from White Wolf, also uses tick-based initiative. It's a real change from cyclical initiatives, which may have colored my experiences. It's certainly one way to do them. It requires players to pay a lot of attention when things slip into initiative, which can be a real problem for some tables. It requires either a single person to know the tick modifiers for all actions, or else it requires each person to know the tick modifiers for their own actions; this level of knowledge is not common in my experience. It allows many actions in a single tick-cycle, which can lead to an amazing narrative sequence, but can leave some players feeling left out or superfluous. My general reaction is actually neutral. It does some things well, such as allowing a number of minor actions to be spaced over the same time as a couple of major actions; it does some things poorly, such as evenly dividing the action time among the participants. It works, which is the ultimate goal, so it's a valid way of running things. Honestly, you could port it over to any game system, once you decided a) how much action or time a 'tick' represents, b) the 'tick' value of the various actions in the system, and see for yourself in whatever games you regularly play in. I hope that was helpful. Good luck. [/QUOTE]
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