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<blockquote data-quote="77IM" data-source="post: 6633687" data-attributes="member: 12377"><p>This is brilliant!</p><p></p><p>To give Initiative modifiers some relevance, I'd introduce some system to pre-empt other characters. Examples:</p><p></p><p><strong>Act Fast</strong></p><p>On the first round of combat, before you have acted, if you're not surprised, you can use a reaction to try to interrupt another creature's turn. Make contest of initiative checks with the creature. If you win, you may take a single action just before the other creature, but you can't take an action on your turn this round. If you lose, you can't act now but you can still act normally on your turn. If multiple creatures attempt to interrupt the same other creature, only the one with the highest Dexterity check result gets to act now; the rest act normally on their turns.</p><p></p><p><strong>Interrupt</strong></p><p>When your readied action is triggered, you may make a contest of initiative checks against the triggering creature. If you succeed, your readied action occurs just <em>before</em> the creature's action. Otherwise, the readied action occurs after the triggering action, as normal.</p><p></p><p></p><p>...The idea is, these are risky moves: generally you are giving up actions/reactions to do them, and might fail, wasting your action. This encourages players to just stick with the cards, unless they have a fast PC trying to interrupt a slow enemy for an important reason. Spending Inspiration on the opposed initiative check would also be a good move.</p></blockquote><p></p>
[QUOTE="77IM, post: 6633687, member: 12377"] This is brilliant! To give Initiative modifiers some relevance, I'd introduce some system to pre-empt other characters. Examples: [b]Act Fast[/b] On the first round of combat, before you have acted, if you're not surprised, you can use a reaction to try to interrupt another creature's turn. Make contest of initiative checks with the creature. If you win, you may take a single action just before the other creature, but you can't take an action on your turn this round. If you lose, you can't act now but you can still act normally on your turn. If multiple creatures attempt to interrupt the same other creature, only the one with the highest Dexterity check result gets to act now; the rest act normally on their turns. [b]Interrupt[/b] When your readied action is triggered, you may make a contest of initiative checks against the triggering creature. If you succeed, your readied action occurs just [i]before[/i] the creature's action. Otherwise, the readied action occurs after the triggering action, as normal. ...The idea is, these are risky moves: generally you are giving up actions/reactions to do them, and might fail, wasting your action. This encourages players to just stick with the cards, unless they have a fast PC trying to interrupt a slow enemy for an important reason. Spending Inspiration on the opposed initiative check would also be a good move. [/QUOTE]
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