Combat System
Tick engine, PER cycle, resolution, reactions, cancellation, movement
Tick Engine and PER Cycle
Tick Engine and PER Cycle The combat clock is a global discrete tick, not real time. Player-paced...
Resolution, Initiative, and Reactions
Resolution, Initiative, and Reactions Tick resolution Each tick runs one loop over every actor, i...
Cancellation and Readability
Cancellation and Readability Cancel actions Cancelling is itself an action with its own PER cycle...
Movement and Terrain
Movement and Terrain Movement is a PER action like any other. Terrain is paid at the borders: Pha...