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Alternate Initiative Rules
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<blockquote data-quote="DND_Reborn" data-source="post: 7880286" data-attributes="member: 6987520"><p>Doing this you would roll every round. And you can use whatever die type works, I just like d10 for this.</p><p></p><p>For static DCs, I would use half the die type for normal, and the full die for fast. (I'll provide explanations in a bit). With the d10 I play to use, a normal DC is 5 (half of 10) for slow action, and DC 10 for fast action.</p><p></p><p></p><p></p><p>Ok, here is the simple thing. During a turn, a character can take an action, move, and maybe also take a bonus action. If you want to do one thing quickly, you go "fast" and roll two dice for initiative. After everyone else is done, you can take any remaining action if you want to.</p><p></p><p>Example: (Note, we use DEX, INT, or WIS for a bonus to initiative...)</p><p></p><p>Suppose a party, <strong>A</strong>, <strong>B</strong>, and <strong>C</strong> encounter an ogre, <strong>O</strong>, they've been hunting. The DM determines there is no surprise as the ogre saw them coming up to his hut.</p><p></p><p><strong>A</strong> (an archer-type) wants to fire off a shot before the ogre can move in, so the player decides to fast act his <em>attack</em>. He will get to roll 2d10 + 3 (DEX). That means if he wants to <em>move </em>or use a <em>bonus action</em>, he will go at the end of the round for those.</p><p></p><p><strong>B</strong> (a barbarian) decides to rage as a <em>bonus action</em> and wants to make sure he can begin before the ogre closes to attack (that half damage could be useful!). So he is also on the fast initiative, and rolls 2d10 +2 (DEX).</p><p></p><p><strong>C</strong> (a cleric) hopes his Guiding Bolt spell will hit and give <strong>A</strong> advantage on his attack. So, he fast acts his spell and will roll 2d10 + 3 (WIS).</p><p></p><p>The DM has the Ogre roll normal initiative, so a 1d10 - 1 (DEX) since he knows the ogre will have to move before it can attack. This way when the ogre goes it can move <em>and</em> attack.</p><p></p><p>Everybody rolls:</p><p><strong>A</strong>: 2d10+3 = 8 + 4 + 3 = 15</p><p><strong>B</strong>: 2d10+2 = 6 + 2 + 2 = 10</p><p><strong>C</strong>: 2d10+3 = 4 + 4 + 3 = 11</p><p><strong>O</strong>: 1d10-1 = 7 - 1 = 6.</p><p></p><p><strong>A</strong> attacks first on 15. He can take his move or bonus action on 0.</p><p><strong>C</strong> casts Guiding Bolt on 11. He can take his move or bonus action on 0, after <strong>A</strong>.</p><p><strong>B</strong> rages on 10. He can take his move or attack action on 0, after <strong>C</strong>.</p><p><strong>O</strong> will move to <strong>B</strong> and attack on 6. After the ogre goes, <strong>A</strong> can take his action (see <strong>A</strong> above).</p><p></p><p><strong>A</strong> <em>attacks </em>and rolls 16, hitting the ogre for 9 damage, despite it getting half-cover (it is inside the hut).</p><p><strong>C</strong> <em>casts</em> Guiding Bolt and rolls for his ranged, getting a total of 11. Because of the half-cover, this misses, since the ogre's AC is 11 and increases to 13 with the half-cover bonus.</p><p><strong>B</strong> <em>rages</em>! AARRRGG! on 10. (He is letting out some frustration that the cleric's spell missed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p><strong>O</strong> <em>moves </em>from inside the hut, <em>throwing</em> it's javelin at <strong>A</strong>. His total is 23 and hits! <strong>A</strong> takes 11 damage (ouch!).</p><p></p><p>A, C, and B can now take any remaining actions on 0, repeating the order from before:</p><p><strong>A</strong> now takes his <em>bonus action</em> for Second Wind, regaining 9 HP, and <em>moves </em>behind a nearby tree.</p><p><strong>C</strong> <em>moves </em>to engage the ogre, drawing his weapon (his one free interaction).</p><p><strong>B</strong> <em>moves </em>to engage the ogre, and <em>attacks </em>it and hits, doing 8 damage.</p><p></p><p>The round is over.</p><p></p><p>Now, this system allows characters to choose to speed up one action at the expense of any remaining actions going at the end of the round. Since the characters all get bonuses anyway, and the ogre has a penalty, odds are they would have acted first. But, this allows them to improve the chances of getting in a first action before their enemies.</p><p></p><p>In this example, seeing 3 enemies, the ogre could have fast acted on its move, ducking into the hut and closing the door, giving it better cover, and waited for them to come closer, etc. It would have rolled 2d10 - 1 and with luck might have acted before A on 15.</p><p></p><p>I know it is a lot to take in, but hopefully that makes sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: another option instead of doubling the initiative dice for the fast action, grant advantage to the roll instead.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7880286, member: 6987520"] Doing this you would roll every round. And you can use whatever die type works, I just like d10 for this. For static DCs, I would use half the die type for normal, and the full die for fast. (I'll provide explanations in a bit). With the d10 I play to use, a normal DC is 5 (half of 10) for slow action, and DC 10 for fast action. Ok, here is the simple thing. During a turn, a character can take an action, move, and maybe also take a bonus action. If you want to do one thing quickly, you go "fast" and roll two dice for initiative. After everyone else is done, you can take any remaining action if you want to. Example: (Note, we use DEX, INT, or WIS for a bonus to initiative...) Suppose a party, [B]A[/B], [B]B[/B], and [B]C[/B] encounter an ogre, [B]O[/B], they've been hunting. The DM determines there is no surprise as the ogre saw them coming up to his hut. [B]A[/B] (an archer-type) wants to fire off a shot before the ogre can move in, so the player decides to fast act his [I]attack[/I]. He will get to roll 2d10 + 3 (DEX). That means if he wants to [I]move [/I]or use a [I]bonus action[/I], he will go at the end of the round for those. [B]B[/B] (a barbarian) decides to rage as a [I]bonus action[/I] and wants to make sure he can begin before the ogre closes to attack (that half damage could be useful!). So he is also on the fast initiative, and rolls 2d10 +2 (DEX). [B]C[/B] (a cleric) hopes his Guiding Bolt spell will hit and give [B]A[/B] advantage on his attack. So, he fast acts his spell and will roll 2d10 + 3 (WIS). The DM has the Ogre roll normal initiative, so a 1d10 - 1 (DEX) since he knows the ogre will have to move before it can attack. This way when the ogre goes it can move [I]and[/I] attack. Everybody rolls: [B]A[/B]: 2d10+3 = 8 + 4 + 3 = 15 [B]B[/B]: 2d10+2 = 6 + 2 + 2 = 10 [B]C[/B]: 2d10+3 = 4 + 4 + 3 = 11 [B]O[/B]: 1d10-1 = 7 - 1 = 6. [B]A[/B] attacks first on 15. He can take his move or bonus action on 0. [B]C[/B] casts Guiding Bolt on 11. He can take his move or bonus action on 0, after [B]A[/B]. [B]B[/B] rages on 10. He can take his move or attack action on 0, after [B]C[/B]. [B]O[/B] will move to [B]B[/B] and attack on 6. After the ogre goes, [B]A[/B] can take his action (see [B]A[/B] above). [B]A[/B] [I]attacks [/I]and rolls 16, hitting the ogre for 9 damage, despite it getting half-cover (it is inside the hut). [B]C[/B] [I]casts[/I] Guiding Bolt and rolls for his ranged, getting a total of 11. Because of the half-cover, this misses, since the ogre's AC is 11 and increases to 13 with the half-cover bonus. [B]B[/B] [I]rages[/I]! AARRRGG! on 10. (He is letting out some frustration that the cleric's spell missed. ;) ) [B]O[/B] [I]moves [/I]from inside the hut, [I]throwing[/I] it's javelin at [B]A[/B]. His total is 23 and hits! [B]A[/B] takes 11 damage (ouch!). A, C, and B can now take any remaining actions on 0, repeating the order from before: [B]A[/B] now takes his [I]bonus action[/I] for Second Wind, regaining 9 HP, and [I]moves [/I]behind a nearby tree. [B]C[/B] [I]moves [/I]to engage the ogre, drawing his weapon (his one free interaction). [B]B[/B] [I]moves [/I]to engage the ogre, and [I]attacks [/I]it and hits, doing 8 damage. The round is over. Now, this system allows characters to choose to speed up one action at the expense of any remaining actions going at the end of the round. Since the characters all get bonuses anyway, and the ogre has a penalty, odds are they would have acted first. But, this allows them to improve the chances of getting in a first action before their enemies. In this example, seeing 3 enemies, the ogre could have fast acted on its move, ducking into the hut and closing the door, giving it better cover, and waited for them to come closer, etc. It would have rolled 2d10 - 1 and with luck might have acted before A on 15. I know it is a lot to take in, but hopefully that makes sense. :) EDIT: another option instead of doubling the initiative dice for the fast action, grant advantage to the roll instead. [/QUOTE]
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