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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Tyler Henderson" data-source="post: 7715592" data-attributes="member: 6882122"><p>Here's my thoughts. If you don't like the cyclical nature of initiative: roll initiative like normal. Highest initiative goes on "1", and everyone else goes on "1 + (highest initiative - personal initiative)". Every action has an "initiative penalty". For example, a move is "+2". So if you go on "1", and you choose to move for that initiative, you get your next action on "3". Light weapons could be "8", regular/offhand weapons and "1 round" casting time spells could be "10", 2-handed weapons could be "12". Abilities that grant multiple attacks per round could simply reduce the initiative penalty.</p><p></p><p>I admit that it needs work, but it gets rid of the cyclical nature of combat, and doesn't burden the players with having to determine actions beforehand. Maybe those penalties need to be higher, so you don't get numerous additional actions between other characters, but it could allow a character with a high initiative and light weapon to get in 2 hits versus a slow enemy with a heavy weapon. It also gets rid of the complaints that each characters actions all take place together, and spaces each action out, forcing you to figure out when to actually drink that potion of healing.</p></blockquote><p></p>
[QUOTE="Tyler Henderson, post: 7715592, member: 6882122"] Here's my thoughts. If you don't like the cyclical nature of initiative: roll initiative like normal. Highest initiative goes on "1", and everyone else goes on "1 + (highest initiative - personal initiative)". Every action has an "initiative penalty". For example, a move is "+2". So if you go on "1", and you choose to move for that initiative, you get your next action on "3". Light weapons could be "8", regular/offhand weapons and "1 round" casting time spells could be "10", 2-handed weapons could be "12". Abilities that grant multiple attacks per round could simply reduce the initiative penalty. I admit that it needs work, but it gets rid of the cyclical nature of combat, and doesn't burden the players with having to determine actions beforehand. Maybe those penalties need to be higher, so you don't get numerous additional actions between other characters, but it could allow a character with a high initiative and light weapon to get in 2 hits versus a slow enemy with a heavy weapon. It also gets rid of the complaints that each characters actions all take place together, and spaces each action out, forcing you to figure out when to actually drink that potion of healing. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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