As the time aspect is cut into fixed fragments, and rounds and turns aren't used, TCCS introduces a more of a 'real-time' like experience. Each character or creature's set of actions is called an Initiative Phase . This number is added to the current initiative the combat is on to find the initiative the action is going to be resolved on. When this is done, the whole combat sequence repeats itself, continuing from the current initiative. If two or more Players or the DM ties, each rolls a d6 to determine which second of the initiative the action goes.
Any ties results in simultaneous actions.
Each weapon has its own weight and quickness with which it can be used. Smaller weapons are lighter and quicker to bring to bear against enemies than large weapons that need lots of strength and space to be properly wielded. This is added to the player's initiative roll to determine when his attacks will take place. Magical versions of weapons have half the speed factor of their normal versions. The Two-Handed category is for any melee weapon that requires two hands to properly wield.