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Alternate Initiative Rules
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<blockquote data-quote="DND_Reborn" data-source="post: 7879150" data-attributes="member: 6987520"><p>Fair enough. So, you mention in the OP you don't like the swingy d20, but when you go to smaller dice you get more ties.</p><p></p><p>Here is an option I am just spit-balling:</p><p></p><p>Use your DEX, INT, or WIS modifier (your choice) and roll a d6 for each point. Add them together to get your Initiative. This makes a character with good reflexes, quick thinking, or insightful to the situation/opponents more likely to act first.</p><p></p><p>Certain conditions could penalize to aid your total number of dice. For instance, Alert could still add a flat +5 or maybe it adds a die? Each level of exhaustion could remove a die? And so on. At a minimum, you always have at least 1d6 to roll.</p><p></p><p>Is that too complex?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7879150, member: 6987520"] Fair enough. So, you mention in the OP you don't like the swingy d20, but when you go to smaller dice you get more ties. Here is an option I am just spit-balling: Use your DEX, INT, or WIS modifier (your choice) and roll a d6 for each point. Add them together to get your Initiative. This makes a character with good reflexes, quick thinking, or insightful to the situation/opponents more likely to act first. Certain conditions could penalize to aid your total number of dice. For instance, Alert could still add a flat +5 or maybe it adds a die? Each level of exhaustion could remove a die? And so on. At a minimum, you always have at least 1d6 to roll. Is that too complex? [/QUOTE]
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