Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate Initiative Method
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MechaPilot" data-source="post: 7408906" data-attributes="member: 82779"><p>I do hope so. I don't intend the rule to be penalizing, just to encourage better cooperation.</p><p></p><p></p><p></p><p></p><p>The 1d6 applies if you declare that you're going to move. You aren't required to move if you declare it, but you can't move if you don't declare it. So the 1d6 really does apply to the option to move.</p><p></p><p></p><p></p><p></p><p>I don't have any modifiers for creature size. I do see the value of having one, but I also want to keep the modifiers to a minimum (especially since I've been using dice as modifiers). I'll see how things play out. If I decide I need a modifier, my go-to fix will be a static modifier for size: -2 per size category above medium, and +2 per size category below medium.</p><p></p><p></p><p></p><p></p><p>My variant treats ranged weapons the same as melee weapons (except that you're less likely to have to move when using a ranged weapon, so you're more likely to use 1d10 + modifier instead of 1d6 + modifier), and it ignores the loading property. Loading already comes with a steep enough penalty in the form of being able to make only a single attack.</p><p></p><p></p><p></p><p></p><p>It makes sense to me to make reach weapons faster than non-reach weapons. However, I decided to ignore that for simplicity. If I decide through play that I need to account for it, I'll treat the reach quality as granting a +2 initiative bonus.</p><p></p><p></p><p></p><p></p><p>It includes all abilities used in your action that aren't covered by other entries. If an ability mimics a spell, I don't treat it as a spell unless you cast it like a spell.</p><p></p><p></p><p></p><p></p><p>Casters don't really get "hosed," but they are more likely to act later. The +1d4 does help offset some of the spell level penalty for low-level spells (which was my intent). If we assume an average d4 die result of 2.5, the caster is left with a +1 modifier for a first level spell and a 0 modifier for a second level spell. It's only for spells above second level that the caster starts to (on average) have a negative modifier.</p><p></p><p></p><p></p><p></p><p>For the sake of simplicity, I'm opting not to account for bonus actions and to base the modifier entirely on what a player declares she'll do with her action. I don't really see the need to account for the bonus action, because I don't see the potential for brokenness; that is to say I don't see how a character will get a meaningful benefit from declaring a dagger attack with her action and doing something slower with her bonus action. Please note that I may be overlooking something, that's certainly possible.</p><p></p><p></p><p></p><p></p><p>By Improvised Action I mean an action that requires me to decide how to mechanically resolve it. Opening a door or operating a lever are just object interactions. Maybe I should include a modifier for that, but I truly do want to keep this simple without just simplifying it down to a single and very swingy die roll.</p><p></p><p>By way of contrast, an improvised action is something more like attempting to drop a chandelier on a creature, using the circular part of the chandelier to hold the creature's limbs to its sides until it can wriggle or break free.</p><p></p><p></p><p></p><p></p><p>It's two dice: one base die (determined by whether you declare movement or not) + one modifier die.</p><p></p><p>I originally wanted to change the initiative roll to just 2d10 to reduce the swinginess. When coming up with the variant, I specifically wanted to keep the dice rolled down to just two.</p><p></p><p>So, in your example of moving, attacking with a longsword, and casting Healing Word, your initiative would be 1d6 + 1d8. With average results (3.5 & 4.5), that would be an 8.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7408906, member: 82779"] I do hope so. I don't intend the rule to be penalizing, just to encourage better cooperation. The 1d6 applies if you declare that you're going to move. You aren't required to move if you declare it, but you can't move if you don't declare it. So the 1d6 really does apply to the option to move. I don't have any modifiers for creature size. I do see the value of having one, but I also want to keep the modifiers to a minimum (especially since I've been using dice as modifiers). I'll see how things play out. If I decide I need a modifier, my go-to fix will be a static modifier for size: -2 per size category above medium, and +2 per size category below medium. My variant treats ranged weapons the same as melee weapons (except that you're less likely to have to move when using a ranged weapon, so you're more likely to use 1d10 + modifier instead of 1d6 + modifier), and it ignores the loading property. Loading already comes with a steep enough penalty in the form of being able to make only a single attack. It makes sense to me to make reach weapons faster than non-reach weapons. However, I decided to ignore that for simplicity. If I decide through play that I need to account for it, I'll treat the reach quality as granting a +2 initiative bonus. It includes all abilities used in your action that aren't covered by other entries. If an ability mimics a spell, I don't treat it as a spell unless you cast it like a spell. Casters don't really get "hosed," but they are more likely to act later. The +1d4 does help offset some of the spell level penalty for low-level spells (which was my intent). If we assume an average d4 die result of 2.5, the caster is left with a +1 modifier for a first level spell and a 0 modifier for a second level spell. It's only for spells above second level that the caster starts to (on average) have a negative modifier. For the sake of simplicity, I'm opting not to account for bonus actions and to base the modifier entirely on what a player declares she'll do with her action. I don't really see the need to account for the bonus action, because I don't see the potential for brokenness; that is to say I don't see how a character will get a meaningful benefit from declaring a dagger attack with her action and doing something slower with her bonus action. Please note that I may be overlooking something, that's certainly possible. By Improvised Action I mean an action that requires me to decide how to mechanically resolve it. Opening a door or operating a lever are just object interactions. Maybe I should include a modifier for that, but I truly do want to keep this simple without just simplifying it down to a single and very swingy die roll. By way of contrast, an improvised action is something more like attempting to drop a chandelier on a creature, using the circular part of the chandelier to hold the creature's limbs to its sides until it can wriggle or break free. It's two dice: one base die (determined by whether you declare movement or not) + one modifier die. I originally wanted to change the initiative roll to just 2d10 to reduce the swinginess. When coming up with the variant, I specifically wanted to keep the dice rolled down to just two. So, in your example of moving, attacking with a longsword, and casting Healing Word, your initiative would be 1d6 + 1d8. With average results (3.5 & 4.5), that would be an 8. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate Initiative Method
Top