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<blockquote data-quote="MechaPilot" data-source="post: 7407919" data-attributes="member: 82779"><p>I'm restarting my D&D campaign after a somewhat long hiatus to finish school and look after my father. I'm going to be implementing an initiative variant when we restart, and I'd like to hear the community's thoughts on it.</p><p></p><p><strong><u>Initiative Variant</u></strong></p><p>Actions are declared at the beginning of the round.</p><p></p><p>If you don’t move, roll 1d10 + modifier.</p><p></p><p>If you move, roll 1d6 + modifier.</p><p></p><p>If you need to change the target of your action, you may do so with no problem. If you need to change your action to something else, you’ll be forfeiting your action for that turn. This applies to your enemies as well as you.</p><p></p><p><strong>Weapon Modifiers:</strong></p><p> Light Weapons: +1d12</p><p> Finesse Weapons: +1d10</p><p> Normal Weapons: +1d8</p><p> Two-Handed Weapons: +1d6</p><p> Heavy Weapons: +1d4</p><p></p><p><strong>Special Actions:</strong></p><p> Grapple, Shove, etc.: +1d8</p><p> Improvised Action: +1d6</p><p></p><p><strong>Spell Modifiers:</strong></p><p> Cantrip: +1d8</p><p> Non-Cantrip: +1d4-spell level</p><p></p><p></p><p> </p><p><strong>Notes:</strong></p><ul> <li data-xf-list-type="ul">Creatures that attack without manufactured weapons (such as dragons biting or clawing at an enemy, or a mind-flayer using its psychic blast) use the “Normal Weapons” weapon modifier unless the description of the attack.</li> <li data-xf-list-type="ul">“Light Weapons” includes light finesse weapons, and “Heavy Weapons” includes heavy two-handed weapons. “Versatile” weapons are considered “Normal Weapons” regardless of whether you’re using them one- or two-handed.</li> <li data-xf-list-type="ul">Weapon modifiers only apply if you’re using that weapon. If you’re holding a heavy weapon but using an innate racial ability (for example) you would use the +1d8 for your ability, not the +1d4 for your weapon.</li> </ul></blockquote><p></p>
[QUOTE="MechaPilot, post: 7407919, member: 82779"] I'm restarting my D&D campaign after a somewhat long hiatus to finish school and look after my father. I'm going to be implementing an initiative variant when we restart, and I'd like to hear the community's thoughts on it. [B][U]Initiative Variant[/U][/B] Actions are declared at the beginning of the round. If you don’t move, roll 1d10 + modifier. If you move, roll 1d6 + modifier. If you need to change the target of your action, you may do so with no problem. If you need to change your action to something else, you’ll be forfeiting your action for that turn. This applies to your enemies as well as you. [B]Weapon Modifiers:[/B] Light Weapons: +1d12 Finesse Weapons: +1d10 Normal Weapons: +1d8 Two-Handed Weapons: +1d6 Heavy Weapons: +1d4 [B]Special Actions:[/B] Grapple, Shove, etc.: +1d8 Improvised Action: +1d6 [B]Spell Modifiers:[/B] Cantrip: +1d8 Non-Cantrip: +1d4-spell level [B]Notes:[/B] [LIST] [*]Creatures that attack without manufactured weapons (such as dragons biting or clawing at an enemy, or a mind-flayer using its psychic blast) use the “Normal Weapons” weapon modifier unless the description of the attack. [*]“Light Weapons” includes light finesse weapons, and “Heavy Weapons” includes heavy two-handed weapons. “Versatile” weapons are considered “Normal Weapons” regardless of whether you’re using them one- or two-handed. [*]Weapon modifiers only apply if you’re using that weapon. If you’re holding a heavy weapon but using an innate racial ability (for example) you would use the +1d8 for your ability, not the +1d4 for your weapon. [/LIST] [/QUOTE]
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