Resolution, Initiative, and Reactions
Resolution, Initiative, and Reactions
Tick order doctrineresolution
WithinEach eachtick tick,runs aone fixedloop deterministicover every actor, in initiative order:
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.
ExecYeseffects- process the current tick of the PER cycle.
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 (
execactoreffects,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 | |
| Exec | No | Committed - this is the point |
| Recover | Yes |
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.
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.