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Alternate Stats for Initiative [+]
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<blockquote data-quote="Stormonu" data-source="post: 9507045" data-attributes="member: 52734"><p>Yeah, it was pretty complex in 1E, with weapon size/reach being also taken into account (at least for the initial determination of who would strike first). It may have been simplified in 2E and could be further refined for 5E.</p><p></p><p>Light weapon or natural/unarmed weapons, Cantrips - +5 init bonus</p><p>One-handed weapons, spells 1st - 2nd level - +4 init bonus</p><p>Versatile weapons, spells 3rd level - +3 init bonus</p><p>Two-handed weapons, spells 4th-5th level - +2 init bonus</p><p>Heavy Two-handed weapons, spells 6th - 7th - +1 init bonus</p><p>Improvised weapons, spells 8th+ - +0 init bonus</p><p></p><p>There might be some exceptions, for example the various Power Word spells might have an init bonus of +5 instead of +1 or Tavern Brawler improving the init bonus for improvised weapons. Things like Polearm master and Reach could account for cases where the length of the weapon gives the attacker a one-up when fending off opponents through the superior reach of the weapon.</p><p></p><p><edit> in the case of multiple weapons (longsword in main hand, dagger in off-hand, for example), use the init modifier of the slower weapon.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9507045, member: 52734"] Yeah, it was pretty complex in 1E, with weapon size/reach being also taken into account (at least for the initial determination of who would strike first). It may have been simplified in 2E and could be further refined for 5E. Light weapon or natural/unarmed weapons, Cantrips - +5 init bonus One-handed weapons, spells 1st - 2nd level - +4 init bonus Versatile weapons, spells 3rd level - +3 init bonus Two-handed weapons, spells 4th-5th level - +2 init bonus Heavy Two-handed weapons, spells 6th - 7th - +1 init bonus Improvised weapons, spells 8th+ - +0 init bonus There might be some exceptions, for example the various Power Word spells might have an init bonus of +5 instead of +1 or Tavern Brawler improving the init bonus for improvised weapons. Things like Polearm master and Reach could account for cases where the length of the weapon gives the attacker a one-up when fending off opponents through the superior reach of the weapon. <edit> in the case of multiple weapons (longsword in main hand, dagger in off-hand, for example), use the init modifier of the slower weapon. [/QUOTE]
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