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Initiative options?
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<blockquote data-quote="miggyG777" data-source="post: 7566880" data-attributes="member: 6987582"><p>I see what you mean. I tried Greyhawk initiative too, however I found it was broken in some regards, for instance bonus actions were punished too hard. So I created my own version of the Greyhawk initiative which worked very well (I called it Prismatic Initiative). The principle stays the same, you declare actions before the round starts and then roll dice based on that decision. Lower initiatives go first. </p><p></p><p>This does however slightly affect the balancing of the game, which is why I referred you to the approach that was linked above by Hemlock. What he achieves is essentially the same, just without using speed-factors or spell disruption and therefore it is less intrusive on game balance.</p><p></p><p>On the other hand, factoring in speed and spell disruption opens up a new level of strategy / tactics on the table. And getting rid of DEX for initiative in my opinion is not a bad thing, so is slightly nerfing spellcasters.</p><p></p><p>One thing to keep in mind is, that you will have to roll plenty of additional dice this way, which can be a good or a bad thing depending on your players.</p><p></p><p></p><p>I attached my spin on the Greyhawk Initiative, maybe this is interesting to you.</p></blockquote><p></p>
[QUOTE="miggyG777, post: 7566880, member: 6987582"] I see what you mean. I tried Greyhawk initiative too, however I found it was broken in some regards, for instance bonus actions were punished too hard. So I created my own version of the Greyhawk initiative which worked very well (I called it Prismatic Initiative). The principle stays the same, you declare actions before the round starts and then roll dice based on that decision. Lower initiatives go first. This does however slightly affect the balancing of the game, which is why I referred you to the approach that was linked above by Hemlock. What he achieves is essentially the same, just without using speed-factors or spell disruption and therefore it is less intrusive on game balance. On the other hand, factoring in speed and spell disruption opens up a new level of strategy / tactics on the table. And getting rid of DEX for initiative in my opinion is not a bad thing, so is slightly nerfing spellcasters. One thing to keep in mind is, that you will have to roll plenty of additional dice this way, which can be a good or a bad thing depending on your players. I attached my spin on the Greyhawk Initiative, maybe this is interesting to you. [/QUOTE]
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