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What do you think of a tick system?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5076958" data-attributes="member: 710"><p>"Theoretically", I find tick systems interesting and appealing. But I feel they are also a little... clumsy or involved. If I roll initiative once, and that sets the turn order for the rest of combat, it's a lot easier to track. You just move the marker one step to the next one getting his turn. If you are at the end, you know a round just ended and you start from the beginning. You can track durations "turn-wise" (from start to end of your turn, e.g. the time you get to say what your character does) or "round-wise". 4E did a lot to clarify durations with stuff like "end of next turn" or "start of next turn". </p><p></p><p>If you use "ticks", you will have to track every duration individually, You can't base it on another creatures turn or the duration of a round, it is its "own" thing. You probably want to avoid using conditions most of the time (at least if they are suppoed to start and end during an individual combat). Or you want to create conditions that have a different trigger condition then "time". </p><p></p><p>A good example might be "prone". You are prone until you stand up. No mysteries here, and no need to track any durations or ticks. You know when you take the "stand up from prone" actions. I suppose you could do this with a lot of conditions, define a "remove condition action" with a fixed tick cost.</p><p>For example: </p><p>Prone: 5 ticks. Dazed: 10 ticks. Stunned: 20 ticks. Unconcious: 100 ticks. Shaken: 5 ticks. Panicked: 10 ticks. </p><p></p><p></p><p>The question might be - how would you do that with buffs (a form of conditions) lasting on you? I don't want to model "removing" the condition, I want something to signify that you've "used it up". But without actually counting ticks, so "once you spend 30 ticks on attacks, Cat's Grace ends" is out. (Yes, harsh design parameters, are they not?) Do you add to the tick count cost of actions? </p><p></p><p>Other factors: </p><p>What I personally would not like is a system where initial initiative is determined by the weapon you wield. No one knows if you actually want to do, right? Weapon "Speed" should only matter for the tick count cost afterwards. </p><p></p><p>Another thing is how the interruption mechanic works. When is an action resolved? At the end of the ticks spent? If I can interrupt spellcasting, can I also interrupt someones melee or ranged attack? What happens when something is interrupted? Does he still have to wait until the end of his original ticks, or does he resest his tick count to the point where he was interrupted? Is there a recovery cost?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5076958, member: 710"] "Theoretically", I find tick systems interesting and appealing. But I feel they are also a little... clumsy or involved. If I roll initiative once, and that sets the turn order for the rest of combat, it's a lot easier to track. You just move the marker one step to the next one getting his turn. If you are at the end, you know a round just ended and you start from the beginning. You can track durations "turn-wise" (from start to end of your turn, e.g. the time you get to say what your character does) or "round-wise". 4E did a lot to clarify durations with stuff like "end of next turn" or "start of next turn". If you use "ticks", you will have to track every duration individually, You can't base it on another creatures turn or the duration of a round, it is its "own" thing. You probably want to avoid using conditions most of the time (at least if they are suppoed to start and end during an individual combat). Or you want to create conditions that have a different trigger condition then "time". A good example might be "prone". You are prone until you stand up. No mysteries here, and no need to track any durations or ticks. You know when you take the "stand up from prone" actions. I suppose you could do this with a lot of conditions, define a "remove condition action" with a fixed tick cost. For example: Prone: 5 ticks. Dazed: 10 ticks. Stunned: 20 ticks. Unconcious: 100 ticks. Shaken: 5 ticks. Panicked: 10 ticks. The question might be - how would you do that with buffs (a form of conditions) lasting on you? I don't want to model "removing" the condition, I want something to signify that you've "used it up". But without actually counting ticks, so "once you spend 30 ticks on attacks, Cat's Grace ends" is out. (Yes, harsh design parameters, are they not?) Do you add to the tick count cost of actions? Other factors: What I personally would not like is a system where initial initiative is determined by the weapon you wield. No one knows if you actually want to do, right? Weapon "Speed" should only matter for the tick count cost afterwards. Another thing is how the interruption mechanic works. When is an action resolved? At the end of the ticks spent? If I can interrupt spellcasting, can I also interrupt someones melee or ranged attack? What happens when something is interrupted? Does he still have to wait until the end of his original ticks, or does he resest his tick count to the point where he was interrupted? Is there a recovery cost? [/QUOTE]
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