Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate Initiative Rules
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="DND_Reborn" data-source="post: 7880154" data-attributes="member: 6987520"><p>[USER=31465]@Nebulous[/USER] ,</p><p></p><p>So, I met with another player today to discuss our new characters for the next game (I am DMing this time) and a couple rule changes, one of which is initiative after our discussions on this thread.</p><p></p><p>Now, what I am presenting is, I am pretty sure, more complex than anything you want, but we agreed we liked it and will try it out. It is based on the fast/slow to start with:</p><p></p><p>Fast is taking an action or bonus action or movement. Slow is taking more than one of the three. Fast rolls 2d10 + (DEX, INT, or WIS modifier), Slow rolls 1d10 + (DEX, INT, or WIS modifier).</p><p></p><p>If you are on the "fast track" but need to move later on, you go at the end of the round. If you want to move early you go on the fast initiative, then the slows go, and you can then attack at the end of the round.</p><p></p><p>For example, a Circle of Moon Druid is surrounded, and wants to fast track his bonus action to wild shape. He rolls 2d10+WIS mod and get 18. He wild shapes on 18, this attackers go on 12 (for example), and then on "0" he can attack and move if he wishes to.</p><p></p><p>In the same example, the druid could risk going on the slow track, rolling 1d10+WIS mod, and use his bonus action, attack, and/or move all on his roll of 9 (for example). This means his attackers go on 12, but maybe others are going on 7 and he wants to be able to act before them.</p><p></p><p>The nice thing is, this brings tactics into the initiative phase (something I think you wan?). Deciding to risk taking one action on the fast track, but then delaying other actions to the end of the round <em>might</em> be more beneficial than taking all your actions at once on the slow track.</p><p></p><p>I am sure this could be confusing, but I'll try to write up something clearer and more officially homebrew in the next couple days.</p><p></p><p>EDIT: So, I thought about this before going to bed and I think there is a simply way to explain it:</p><p></p><p>If you want to "split" your turn, you can fast track one action (action, move, or bonus) and roll 2d10 for initiative to help ensure you will act first. BUT, the rest of your turn goes after everyone else has finished their "full turns", in which they only roll 1d10. That's it in a nutshell. It creates a tactical choice for initiative. And even with 2d10, there is no guarantee you will get to act first, so it is a calculated risk.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7880154, member: 6987520"] [USER=31465]@Nebulous[/USER] , So, I met with another player today to discuss our new characters for the next game (I am DMing this time) and a couple rule changes, one of which is initiative after our discussions on this thread. Now, what I am presenting is, I am pretty sure, more complex than anything you want, but we agreed we liked it and will try it out. It is based on the fast/slow to start with: Fast is taking an action or bonus action or movement. Slow is taking more than one of the three. Fast rolls 2d10 + (DEX, INT, or WIS modifier), Slow rolls 1d10 + (DEX, INT, or WIS modifier). If you are on the "fast track" but need to move later on, you go at the end of the round. If you want to move early you go on the fast initiative, then the slows go, and you can then attack at the end of the round. For example, a Circle of Moon Druid is surrounded, and wants to fast track his bonus action to wild shape. He rolls 2d10+WIS mod and get 18. He wild shapes on 18, this attackers go on 12 (for example), and then on "0" he can attack and move if he wishes to. In the same example, the druid could risk going on the slow track, rolling 1d10+WIS mod, and use his bonus action, attack, and/or move all on his roll of 9 (for example). This means his attackers go on 12, but maybe others are going on 7 and he wants to be able to act before them. The nice thing is, this brings tactics into the initiative phase (something I think you wan?). Deciding to risk taking one action on the fast track, but then delaying other actions to the end of the round [I]might[/I] be more beneficial than taking all your actions at once on the slow track. I am sure this could be confusing, but I'll try to write up something clearer and more officially homebrew in the next couple days. EDIT: So, I thought about this before going to bed and I think there is a simply way to explain it: If you want to "split" your turn, you can fast track one action (action, move, or bonus) and roll 2d10 for initiative to help ensure you will act first. BUT, the rest of your turn goes after everyone else has finished their "full turns", in which they only roll 1d10. That's it in a nutshell. It creates a tactical choice for initiative. And even with 2d10, there is no guarantee you will get to act first, so it is a calculated risk. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Alternate Initiative Rules
Top