D&D General Alternate Stats for Initiative [+]

In d20 modern, each class got a bonus to initiative based on class that went up as they levelled. In 5e it would be the equivalent of proficiency but proficiency is equal across all PCs at each level. Obviously, Fast Heroes, had the highest bonus.

I also like the idea of taking several aspects of a character to make an initiative stat. You'd have a formula, like armour class, to generate your initiative score. I'm not sure how you would do this but some options for the formula could be:

Proficiency: but you have to use a skill slot in order to add your proficiency to Initiative
Perception or important skill: proficiency in a particular, narratively appropriate skill(s) adds +1
Level Tier: +1 tier 1, +2 tier 2 etc..to tier 4
Feat: adds a static bonus
Class feature: some classes might give a bonus.
Any stat over "x" adds +1. I'd default this to 18.
Armour type: heavy -2; medium -1
Size: tiny: +2; small +1; medium+0; Large -1 etc...
 

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What happens if the members don't completely agree on order, or if the planning (or negotiating) takes too long?
Good question- my initial reaction was "well it's not for every table, you have to know your players etc." but even with a good cooperative table you can have folk that don't agree on the best approach and if you're overly sensitive like me you're always worried that someone is going to take something personally/nurse a grudge.
A couple ways to address this:
1. The group elects a Caller. The Caller has final say on the plan.
2. People don't agree? Roll off to see who gets their way.
3. Set a timer. If the timer runs out and they can't come to agreement, either you use passive initiative or the enemies go first :'D

I'm open to other suggestions!
 

I'm a fan of Shadow of the Weird Wizard initiative system.

Monsters go first, PCs go last. Players can spend their reaction at the beginning of the round to "Take the Initiative", letting them go before the monsters.

But, there are a lot of class features that require a reaction; by Taking Initiative, the player is locking themselves out of a lot of abilities.

Characters in heavy armor can't Take the Initiative.
Everyone delays ....
I'm a fan of Shadow of the Weird Wizard initiative system.

Monsters go first, PCs go last. Players can spend their reaction at the beginning of the round to "Take the Initiative", letting them go before the monsters.

But, there are a lot of class features that require a reaction; by Taking Initiative, the player is locking themselves out of a lot of abilities.

Characters in heavy armor can't Take the Initiative.
Everyone delays, sort of.

 


You've decided that instead of using Dexterity to modify Initiative rolls, you are going to use...well, something else. Anything else,
Sounds like Level Up's initiative. The DM decides, based on the encounter, what ability score is used for Initiative. If you're chatting and someone attacks, Charisma. If there's a hidden ambush, Wisdom. And so on. Now having used this in actual play, I'll admit I often deferred to Dexterity because it's often "we both spotted each other."

Alternately, I created a thread a long time ago and had a 5-year "playtest" with Initiative based off your declared action. It made things a lot more random, to be sure.
 

Constitution: this one is even harder to narrate than Strength is. It makes good sense from the perspective of the game mechanics: it's the one stat that nearly every single character in the game has a bonus in, but it is unlikely to be anyone's highest stat--so you'll see a more even and balanced initiative order. Some monsters have truly ridiculous Constitution scores, so you'll be giving them a slight edge in the turn order, too. But from the storytelling perspective, I'm struggling to explain how your immune system makes you react more quickly to threats. I suggest you just handwave it with something like "look, I'm just trying to find a stat that everyone is good at, okay?" and hope for the best.

Summary: Constitution-based initiative is a hard sell. If you choose it, god speed. I'd love to hear how you narrate it (or if you even bothered.)
I think the rationale for constitution-based initiative would be that it's sort of the opposite of decrepitude
 

Sounds like Level Up's initiative. The DM decides, based on the encounter, what ability score is used for Initiative. If you're chatting and someone attacks, Charisma. If there's a hidden ambush, Wisdom. And so on. Now having used this in actual play, I'll admit I often deferred to Dexterity because it's often "we both spotted each other."

Alternately, I created a thread a long time ago and had a 5-year "playtest" with Initiative based off your declared action. It made things a lot more random, to be sure.
I still have this, ready to be posted..... It's simpler than most
 

Pathfinder 2e uses perception as initiative but sometimes the DM might call for something else. In the examples given, they use stealth when trying to avoid detection, or deception or diplomacy if it is a social encounter. I think that's a pretty cool idea to have a few choices for different situations.
This. It's nice, simple, and contextual. It's great how it gives you ways to reduce an enemy's initiative, too.
 


Pathfinder 2e uses perception as initiative but sometimes the DM might call for something else. In the examples given, they use stealth when trying to avoid detection, or deception or diplomacy if it is a social encounter. I think that's a pretty cool idea to have a few choices for different situations.
One thing to note here is: perception (the default for initiative) isn’t a regular skill; you gain proficiency according to your class, much like saving throws. You don’t but it instead of other skills.

You have to get at least a little creative to use other skills, though I appreciate the option.
 

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