Resolution, Initiative, and Reactions
Resolution, Initiative, and Reactions
Tick order doctrine
Within each tick, a fixed deterministic order:
- Movement
- Exec effects
- Prep completions
- Recover completions
- Perception / observation
Deterministic, seeded, logged. This is what makes fights replayable for debugging and tuning.
Initiative
- Rolled at combat start (Perception or Stealth style, as in Pathfinder), fixed for the whole fight.
- Used as priority for same-tick, world-affecting resolutions only (exec effects, reactions, movement events) - not for internal phase transitions.
- Tiebreakers: dex, then level, then PCs-over-monsters, then a coin flip pre-rolled once per combat (so identical actors stay consistent all fight).
- Initiative as a speed stat: a small random jitter is added to PER cycles; initiative reduces prep and recover time (never exec - exec durations stay consistent so active windows remain readable). High initiative therefore produces more actions over a fight. The jitter is seeded per combat so replays reproduce.
Reactions
Reactions are windowed by phase (exec is the locked state):
| Phase | Reactions? | Cost |
|---|---|---|
| Exec | No | Committed - this is the point |
| Prep | Yes | Cancels or delays prep, per the cancellation policy |
| Recover | Yes | Allowed; the reaction imposes a small PER tax (e.g. 0/1/2) that pushes back the next cycle |
- The reaction tax is the budget: "one reaction per round" has no meaning in a tick world, so reactions throttle themselves by eating timing.
- Baiting is a core player skill: a monster that has already spent its reaction window has no answer to a maneuver.
- Movement-adjacent reactions resolve in a fixed order: "leaving" reactions before "entering" reactions, initiative breaking ties.