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Alternate Initiative Method
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<blockquote data-quote="Tom B1" data-source="post: 7411397" data-attributes="member: 6879023"><p>Not directly. But a high dexterity is often associated with the sorts of characters wielding light or finesse weapons and those are advantaged, so a high dex not only modifiers your initiative (assuming you don't plan to ignore that bonus to initiative) and goes often hand in hand with finesse and light weapon use. So it kind of is a double potence, in that respect at least. </p><p></p><p>I've experimented with every initiative system I can think of: </p><p>Original little books, BEX, AD&D 1st, AD&D 2nd, 3.5E, some forms of dynamic initiative borrowed from other D20 games. </p><p></p><p>I've tried: D6s, D10s, D20s, declare-and-roll-modified-by-action-type, roll and pick your action when it comes up, keep the same turn to turn (one roll at the start of a fight, invariant), roll per turn, roll once for a party (per turn or per fight), roll for each party member (once at the start or each turn), etc. </p><p></p><p>Flavour can be fairly different. Throwing in weapon speed (or speeds for other actions) invariably maps well to certain parts of a fight and horribly to the other (closing with a small weapon vs. someone with a medium to large weapon with more reach should be perilous, but using weapon speed makes the dagger way more dangerous than the sword because it strikes first and then how does your spear wielder or sword wielder back off? </p><p></p><p>It's like the weapons vs. armour type (original 1st ed PHB or later simplified versions) - some groups loved this and others hated it. And there was always the question of what armour type various monsters most closely approached.... people just find the thing that they like and have to accept that any system they pick will model well some things and totally produce bogus seeming outcomes at other times. It's *really hard* to model complex situations without a complex model which is only fun if a computer handles all the details...</p><p></p><p>Your method can work. If you and your players like it, go ahead. </p><p></p><p>Myself, my most use system was that which was present in the 2nd edition Player's Option: Combat & Tactics book. We used minis and it integrated pretty well. We allowed aborts (like to 'dive for cover' or the like) but we liked players stating a plan at the start of each round (both for coordination and because the time is supposed to be short so you ought to not waffle too much) and then roll. </p><p></p><p>Rolling 1D10 or 1D20 with no mods but dex is simple. It also works well enough. </p><p></p><p>Good luck in any event. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tom B1, post: 7411397, member: 6879023"] Not directly. But a high dexterity is often associated with the sorts of characters wielding light or finesse weapons and those are advantaged, so a high dex not only modifiers your initiative (assuming you don't plan to ignore that bonus to initiative) and goes often hand in hand with finesse and light weapon use. So it kind of is a double potence, in that respect at least. I've experimented with every initiative system I can think of: Original little books, BEX, AD&D 1st, AD&D 2nd, 3.5E, some forms of dynamic initiative borrowed from other D20 games. I've tried: D6s, D10s, D20s, declare-and-roll-modified-by-action-type, roll and pick your action when it comes up, keep the same turn to turn (one roll at the start of a fight, invariant), roll per turn, roll once for a party (per turn or per fight), roll for each party member (once at the start or each turn), etc. Flavour can be fairly different. Throwing in weapon speed (or speeds for other actions) invariably maps well to certain parts of a fight and horribly to the other (closing with a small weapon vs. someone with a medium to large weapon with more reach should be perilous, but using weapon speed makes the dagger way more dangerous than the sword because it strikes first and then how does your spear wielder or sword wielder back off? It's like the weapons vs. armour type (original 1st ed PHB or later simplified versions) - some groups loved this and others hated it. And there was always the question of what armour type various monsters most closely approached.... people just find the thing that they like and have to accept that any system they pick will model well some things and totally produce bogus seeming outcomes at other times. It's *really hard* to model complex situations without a complex model which is only fun if a computer handles all the details... Your method can work. If you and your players like it, go ahead. Myself, my most use system was that which was present in the 2nd edition Player's Option: Combat & Tactics book. We used minis and it integrated pretty well. We allowed aborts (like to 'dive for cover' or the like) but we liked players stating a plan at the start of each round (both for coordination and because the time is supposed to be short so you ought to not waffle too much) and then roll. Rolling 1D10 or 1D20 with no mods but dex is simple. It also works well enough. Good luck in any event. :) [/QUOTE]
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