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What do you think of a tick system?
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<blockquote data-quote="evildmguy" data-source="post: 5074551" data-attributes="member: 6092"><p>Back in the days of 1E/2E, I was influenced by the gold boxed games and started using a grid because of that game. Due to various arguments, we messed around with the system. </p><p></p><p>I am fuzzy on the details, though but here are the basics. </p><p></p><p>Init was a ten sided plus Dex mod. I counted down from 20 to 1. Once a person's initiative number had passed, they could move 10', or 2 squares, per number. They could also do an attack but their next attack, if they had more, was based on speed factor of the weapon, modified by mastery and magic bonus. Then, at 1, initiative started over with new rolls. This meant that at higher levels, a character might not get all attacks if they can't finish by 1. Monsters got some attacks at the same time, such as a claw/claw but not the bite. Spells and spell casting could be disrupted on an attack that caused damage in that round. </p><p></p><p>The idea was to give daggers a bonus versus two handed based on how we understood attacking with them. We weren't experts by any means. </p><p></p><p>That was the general idea. What it did was allow the high initiative bonus go first, when there was a dispute about who could have done what. Such as killing a monster before a second character can stop the first character when the second character is across the room. </p><p></p><p>edg</p></blockquote><p></p>
[QUOTE="evildmguy, post: 5074551, member: 6092"] Back in the days of 1E/2E, I was influenced by the gold boxed games and started using a grid because of that game. Due to various arguments, we messed around with the system. I am fuzzy on the details, though but here are the basics. Init was a ten sided plus Dex mod. I counted down from 20 to 1. Once a person's initiative number had passed, they could move 10', or 2 squares, per number. They could also do an attack but their next attack, if they had more, was based on speed factor of the weapon, modified by mastery and magic bonus. Then, at 1, initiative started over with new rolls. This meant that at higher levels, a character might not get all attacks if they can't finish by 1. Monsters got some attacks at the same time, such as a claw/claw but not the bite. Spells and spell casting could be disrupted on an attack that caused damage in that round. The idea was to give daggers a bonus versus two handed based on how we understood attacking with them. We weren't experts by any means. That was the general idea. What it did was allow the high initiative bonus go first, when there was a dispute about who could have done what. Such as killing a monster before a second character can stop the first character when the second character is across the room. edg [/QUOTE]
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