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Alternate Initiative Rules
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<blockquote data-quote="DND_Reborn" data-source="post: 7880321" data-attributes="member: 6987520"><p>Trust me, it isn't that bad once you get it. <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></p><p>At it's simplest, if you want one thing to be faster, everything else you do is at the end of the round.</p><p></p><p>Going "faster" for that one thing will give you twice the initiative dice, or advantage on one die, which ever choice works better for your table.</p><p></p><p>Now, another option since characters tend to have better initiative give the player a choice:</p><p></p><p>1. You can take one action, move, or bonus action "fast" before the monsters, but then everything else you do is after them.</p><p>2. You can roll as normal and risk going second, but maybe you'll go first. You take all your actions as usual on your turn (a.k.a. normal initiative).</p><p></p><p>This is a simple choice. A player can go "first" and then "last" with the monster in the middle if they want.</p><p>If more than one player chooses to go first, they go in order of INT and then DEX to take care of ties.</p><p></p><p>Same example with A, B, and C against O.</p><p></p><p>All three characters have something they want to do "fast". A wants to shoot, B rage, and C cast his spell. A and C have the same INT, so their DEX determines who wins the tie, making A go before C. B has a lower INT, so goes after them.</p><p></p><p>A shoots, C casts, B rages. Ogre goes. A finishes his turn, then C, and finally B.</p><p></p><p>In this case, no one even needs to roll. (Technically, you would roll for the ogre, but it doesn't matter what you get so there is no need really).</p><p></p><p>You would only roll if someone wants to take all their actions at once.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7880321, member: 6987520"] Trust me, it isn't that bad once you get it. ;) At it's simplest, if you want one thing to be faster, everything else you do is at the end of the round. Going "faster" for that one thing will give you twice the initiative dice, or advantage on one die, which ever choice works better for your table. Now, another option since characters tend to have better initiative give the player a choice: 1. You can take one action, move, or bonus action "fast" before the monsters, but then everything else you do is after them. 2. You can roll as normal and risk going second, but maybe you'll go first. You take all your actions as usual on your turn (a.k.a. normal initiative). This is a simple choice. A player can go "first" and then "last" with the monster in the middle if they want. If more than one player chooses to go first, they go in order of INT and then DEX to take care of ties. Same example with A, B, and C against O. All three characters have something they want to do "fast". A wants to shoot, B rage, and C cast his spell. A and C have the same INT, so their DEX determines who wins the tie, making A go before C. B has a lower INT, so goes after them. A shoots, C casts, B rages. Ogre goes. A finishes his turn, then C, and finally B. In this case, no one even needs to roll. (Technically, you would roll for the ogre, but it doesn't matter what you get so there is no need really). You would only roll if someone wants to take all their actions at once. [/QUOTE]
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