Adding tick-base initiative

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Dark Hydra Designs
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Adding tick-base initiative

Postby Dark Hydra Designs » Tue Jul 21, 2015 1:09 am

Hi,

I love the tick-based initiative from Hackmaster 5e but like the other things from Legend. I did a search on these forums and saw the idea mentioned a few times but without any details. I was wondering if anyone has tried to add such a system. I'd like to hear what was done and how it worked out. Or any suggestions.

Thanks.
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Re: Adding tick-base initiative

Postby soltakss » Tue Jul 21, 2015 4:51 pm

What is tick-based initiative?
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Bifford
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Re: Adding tick-base initiative

Postby Bifford » Wed Jul 22, 2015 11:01 pm

White Wolf's Exalted second edition uses tick-based tracking.

I found it to be a mixed way to work, part positive and part negative. It can take a while to get used to it but once you have it can be very good. However getting to that point can be tough.

To answer soltakss:

Typically there are 6 ticks in a round.
Player one has a speed and weapon which means he can attack every 3 ticks. The weapon can be initially swung and used on tick 2.
Player two has a speed and weapon which means he can attack every 4 ticks. The weapon can be initially swung and used on tick 1.

tick 1 - player 2 attacks.
tick 2 - player 1 attacks.
tick 3 -
tick 4 -
tick 5 - player 1 can attack again (3 ticks later); player 2 can attack again (4 ticks later)
tick 6 -

tick 1 -
tick 2 - player 1 can attack again (3 ticks later)
tick 3 - player 2 can attack again (4 ticks later)
tick 4 -
tick 5 - player 1 can attack again (3 ticks later)
tick 6 -

etc.
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Re: Adding tick-base initiative

Postby soltakss » Thu Jul 23, 2015 7:59 am

Ah, thanks, so it is a bit like RQ2/3 SR, but a bit different.

It would probably work OK with Legend, but there might be a mismatch with the number of Combat Actions an Adventurer has.

You would need to work out what the initial tick for each weapon is, then work out how many ticks the Adventurer has, presumably based on DEX and weapon, then it should just work.

I am not sure what effect Initiative would have, perhaps this does away with the concept of Initiative, or perhaps Initiative simply adds to the First Tick.

What happens with an Adventurer using 2 weapons? If weapon 1 hits on Tick 2 and Weapon 2 on Tick 3, with an attack every 3 Ticks, do you attack on Tick 2 (Weapon 1), Tick 5 (Weapon 2)? That makes more sense than counting Weapon 2's Initial Tick.
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Re: Adding tick-base initiative

Postby Bifford » Fri Jul 24, 2015 9:05 pm

soltakss wrote:Ah, thanks, so it is a bit like RQ2/3 SR, but a bit different.

It would probably work OK with Legend, but there might be a mismatch with the number of Combat Actions an Adventurer has.

You would need to work out what the initial tick for each weapon is, then work out how many ticks the Adventurer has, presumably based on DEX and weapon, then it should just work.

I am not sure what effect Initiative would have, perhaps this does away with the concept of Initiative, or perhaps Initiative simply adds to the First Tick.

What happens with an Adventurer using 2 weapons? If weapon 1 hits on Tick 2 and Weapon 2 on Tick 3, with an attack every 3 Ticks, do you attack on Tick 2 (Weapon 1), Tick 5 (Weapon 2)? That makes more sense than counting Weapon 2's Initial Tick.
The Join Battle mechanic is somewhat complicated. I tend to gloss over it. Basically:
"a roll of (Wits + Awareness) at standard difficulty. This is a reflexive roll and may benefit normally from Charms, stunts and other bonuses. The reaction count for the combat scene is a value equal to the highest number of successes rolled by anyone who simultaneously joins at the start
of combat. .... The First Action of each character equals (reaction count – successes), to a maximum value of 6. Any character who botches a Join Battle roll automatically has a First Action of 6. The fastest character (or characters, in the event of tied rolls generating multiple First Actions on 0) takes his first actual actions in battle immediately, whether attacking or doing some other task."

Fighting in Exalted 2nd is pretty damn complex! I'm hopeful that 3rd edition simplifies things a LOT!!

As for dual wielding, yes you use each weapon separately. The off-hand weapon has a -1 condition applied to it.
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Re: Adding tick-base initiative

Postby Dark Hydra Designs » Mon Jul 27, 2015 8:54 am

Thanks everyone. I realize there is a lot to think about. I'm not too worried about figuring out weapon speeds. http://www.rpgnow.com/product/63628/Cod ... =codex+mar which is designed for d20 but ranks tons of weapons based on speed and reach.

Initiative would still play a part at the start of combat. Everyone rolls a die and adds their init modifier. The character with the lowest init goes first.

Tick based combat does require some time to get used to it. And it most definitely requires players who are invested in actively paying attention to what is going on. Without that, combat will grind to a halt. So it's definitely not for everyone.

Thanks again.

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