D&D General Alternate Stats for Initiative [+]

Crazy idea: Initiative is counted from lowest current hit points going first, up to highest current hit points going last. Basically initiative as "urgency to act."
This is an interesting idea! And I think you found the missing narrative for Constitution-based initiative, too. Low-constitution characters (in theory; I've never actually seen such a thing) would have fewer hit points, and therefore would have a stronger survival instinct and greater "urgency to act."

As for the hit point idea, it pretty much guarantees that powerful monsters will always act last, so the characters will go nova on Round One every single time. Certain encounters will get even more swingy as levels increase, and solo boss monsters will be at a significant disadvantage. It's an interesting idea, but I don't think it'll will work for my table.
 
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It's not really that much of a bonus because as I mentioned, the only characters initiative matters for are rogues (at the start of initiative) and the few people still trying to be tactical--which casters have never needed tactics.

I think we have very different philosophies, here. IMNSHO, initiative is extremely critical for all players and classes.
 

In my face to face games I came up with two suggested systems, everyone rolls initiative then it goes clockwise around the table or just rolling a die and starting first at the DM then counting off clockwise the roll determines first action then order continues clockwise. You want a die at least one bigger than the party for initiative for that monsters first possibility.

This keeps it quicker and easier to move to next initiative instead of reordering every combat and checking that reorder between every turn. Eliminating a small unnecessary speed bump in combat.

My latter option just makes it quick random and boom done and serves as another option that would work for the OP here.
 

The d20 is the wild card in just about everything in D&D. ;)
The point is that everyone just has the same initiative. Whether thats rolling a D20 or any other dice, in combination of stat mods and skills and proficiency, etc..

Now if there is some investment in character choices, things become more interesting. If everybody pays the cost, then clearly there are not any good alternatives or having initiative boost is too good to give up.
 

I think we have very different philosophies, here. IMNSHO, initiative is extremely critical for all players and classes.
I feel like the way the game plays, it feels important but actually isn't. Rogues need it to get some free damage, tactics players need to act first before everyone separates themselves and makes mass effects impossible, but beyond that just stand still and hack is the order of the day and you don't need to go fast for that. In fact, you want the cleric going last to heal anyone that goes down.
 

This is an interesting idea! And I think you found the missing narrative for Constitution-based initiative, too. Low-constitution characters (in theory; I've never actually seen such a thing) would have fewer hit points, and therefore would have a stronger survival instinct and greater "urgency to act."

As for the hit point idea, it pretty much guarantees that powerful monsters will always act last, so the characters will go nova on Round One every single time. Certain encounters will get even more swingy as levels increase, and solo boss monsters will be at a significant disadvantage. It's an interesting idea, but I don't think it'll will work for my table.
Note the caveat in my OP ;) as I immediately pointed out that exceptions would be needed to be designed for this reason.
 

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