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Resolution, Initiative, and Reactions

Resolution, Initiative, and Reactions

Tick order doctrineresolution

WithinEach eachtick tick,runs aone fixedloop deterministicover every actor, in initiative order:

  1. MovementActor action processing. Does the actor have an action in progress?
    • No - select the next action (monsters: from the profile's ranked triggers; player: input - the game stops until they commit) and process its first tick. A zero-prep action flows straight through to the next phase.
    • ExecYes effects- process the current tick of the PER cycle.
    PrepReaction completionscollection. After the actor's processing, loop the other actors: did this tick trigger a reaction? If yes, add it to the queue - an actor may collect multiple reactions in the same tick. The reactor-side gate applies at collection: an actor in its own exec adds nothing (it is committed, not observing). RecoverReaction completionspass. Loop the reaction queue in initiative order:
      An actor with several queued reactions evaluates them and uses the best one for the current circumstances; the rest are discarded. Monsters rank by profile; the player is offered the choice. PerceptionIf /the observationactor executes the reaction: pause or cancel their current action (if any), per that action's interruptibility, then process the first tick of the reaction's own PER cycle. A short reaction may complete its exec within this tick and spend subsequent ticks in recover.

      Movement is not a special phase - it is an action like any other and runs through the same actor loop. Within a movement action, "leaving" reaction triggers queue before "entering" triggers; initiative breaks ties within each kind.

      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 (execactor effects,order, 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 short actions taken out of sequence, triggered by observing another actor's phase. Two axes:

      Can I react at all? - gated by your own phase:

      My phase React? Cost
      Prep Yes CancelsPauses or delayscancels my prep, per the cancellationaction's policyinterruptibility
      Exec No Committed - this is the point
      Recover Yes SmallThe reaction's own PER taxhandles (e.g.the 0/1/2); pushes back my next cyclecost

      What can my reaction do? - gated by the observed target's phase:

      Observed phase What a reaction can do
      Prep Can cancel the target's action (interrupt the windup). Knowledge-gated: only actors who can read prep as prep can target it.
      Exec Can mitigate the action (reduce or disrupt its effect) - or do something entirely unrelated.
      Recover Cannot affect the completed action at all - but the target is vulnerable, so this is an exploit window: act while they wind down.

      Reactions never need to counter the triggering action. They trigger on phase events, not as restricted counters: a magehunter reacts to a mage's casting by throwing a knife; a mage under attack reacts by casting shield for extra AC.

        Reactor cost - the reaction's own PER. The reactor-sidetax taxlives in the reaction's own cycle, never the parent action's. Reactions should be built with short or zero prep and short exec; the recover is the budget:throttle "one- pad it to tax use. This composes with the exploit window: reaction perspam round"leaves hasthe no meaningactor in a ticklong world,recover, sowhere reactionsenemies throttlecan themselvestake byadvantage.

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        Interruptibility timing.(pause vs cancel). When an actor reacts, what happens to their in-progress action is an action property: actions that demand deep concentration are cancellable on reaction; lighter actions pause and resume once the reaction fully completes (including its recover). Set per action, like any other parameter.

        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.