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Tick-based initiative systems -what are your experiences?
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<blockquote data-quote="Hella_Tellah" data-source="post: 4704506" data-attributes="member: 52669"><p>One of my favorite RPGs, <a href="http://www.cubicle-7.com/victoriana.htm" target="_blank">Victoriana</a>, uses a tick-based system of sorts. Players roll initiative each round and take a single action on their turn. Players can take a number of actions equal to their Dexterity (1 is weak, 5 is quite good), but all actions take a -4 penalty per additional action being taken after the first. That means players have to announce all of the actions they plan on taking on their initiative. The first action occurs on their initiative count, and subsequent actions take place four ticks later. Ticks start high and count down, and no actions can be taken after tick 1. So players can take a lot of actions, but with the limiting factors of lower rolls, a cap at their Dexterity score, and no more than they can get off within their initiative roll.</p><p></p><p>Like most tick-based systems, it sounds more complicated in writing than it is in play. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> It's about the only complicated thing in the whole game, and my players had a lot of fun with it.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4704506, member: 52669"] One of my favorite RPGs, [URL="http://www.cubicle-7.com/victoriana.htm"]Victoriana[/URL], uses a tick-based system of sorts. Players roll initiative each round and take a single action on their turn. Players can take a number of actions equal to their Dexterity (1 is weak, 5 is quite good), but all actions take a -4 penalty per additional action being taken after the first. That means players have to announce all of the actions they plan on taking on their initiative. The first action occurs on their initiative count, and subsequent actions take place four ticks later. Ticks start high and count down, and no actions can be taken after tick 1. So players can take a lot of actions, but with the limiting factors of lower rolls, a cap at their Dexterity score, and no more than they can get off within their initiative roll. Like most tick-based systems, it sounds more complicated in writing than it is in play. :p It's about the only complicated thing in the whole game, and my players had a lot of fun with it. [/QUOTE]
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