Wearing my GM hat, I might give different answers depending on whether I'm thinking of simulation or game practicality. I'm taking a conversational tone in this reply since I don't think it's a clear answer.
From a simulation standpoint, one must pull out the coin, flip it, and put it away (though hypothetically the user could drop it). That's comparable to 1) drawing a weapon 2) using a tool that's easier to use than waiting for an opening to attack with a weapon yet still cautiously precise not to drop it, which may mean that the time required depends on whether one is actively dodging incoming attacks 3) sheathing a weapon which adds up to about 6 ticks give or take. The extra complexity of Quick Draw means that some people could use it faster than others.
From a game balance standpoint, what should be the cost in time for a 50% chance of an extra fate point? If the item is not intended to be used in combat, don't worry about it and let it be a big number or based on simulation. Since the fate point only lasts that scene, it probably should be worthwhile in combat. If it's 12 ticks, the owner will rarely bother. If it's 1 tick, then the owner of the item is getting a practically free fate point half the time; and maybe that was the intention, but based on the reward I presume that it's not meant to be completely free. If it's a medium number of ticks, then no one will use it till they are desperate and out of fate points, at which time the user needs the ticks to do other invaluable things. From this perspective, 2 to 4 ticks feels about right to me.
Because this is a magic item, regardless of the flavor text regarding the use of the item by flipping the coin, I feel like game balance is more important than simulation.
_________________ David Thomas Chappell Sestius Ovidius val'Mehan Comma and Khamat - psion patrician diplomatic legate and his Myrantian tutor Quintus Ovidius val'Mehan - patrician military tribune Amadi val'Abebi - Monk of Althares Talathos - choleric Kelekene dabbler
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