I've been thinking about initiative, including Mearls' recent alternate version, along with various Action Point mechanics of some older games. Not *fully* though through, though - just some preliminary musings. I'm sure I"m not the first to wonder how this would work. Hell, it might even be already in that other thread - I haven't read the whole thing!
So, you take Mearls' initiative system, using the damage as initiative roll variant. However, you no longer have rounds - you just have one long track.
I haven't considered how bonus actions and the like factor in yet. And I definitely haven't playtested it - it's just musings.
So, you take Mearls' initiative system, using the damage as initiative roll variant. However, you no longer have rounds - you just have one long track.
- Start a combat by rolling initiative as normal (using Dex). Take your action on your turn. Then declare your next action and roll the initiative die/dice for that, adding it to the current initiative count. That action completes at that that initiative count, at which point you declare your next action.
- You only take one action, or one move at a time.
- You can interrupt your own action and change your mind. You just declare a new action before the initiative count indicates your action has completed and reset from that point.
- Spells have a flat initiative count equal to twice their level.
- Anything which takes a turn's duration simply takes 20 initiative beats instead.
I haven't considered how bonus actions and the like factor in yet. And I definitely haven't playtested it - it's just musings.
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