Mishihari Lord
First Post
My preferred initiative system is a house-ruled version of 2E that my group used:
It probably looks overly-complicated, but it worked very well for us for many years, and it's very simple to use once you're used to it. Held actions and spell loss in particular added a lot of tension and fun to combat.
If my only options were 1E/2e vs 3E/4e, I'd go with 1E/2e. I really loath cyclical combat initiative.
- everyone rolls d10 for initiative
- actions must be declared minimally, e.g. specify spell cast or weapon to attack with, but not target etc. The action can be changed before you act, but it won't move up your initiative
- add weapons speed or cast time
- everyone acts in order from lowest to highest
- actions can be held 'til later, held actions preempt non-held actions on a given initiative tick
- for iterative attacks, second+ attacks occur on initiative + weapon speed, weapon speed x2, x3, ...
- for spells, a hit before starting the cast results in a lost action, a hit while casting results in a lost spell
- each 10' move adds one to intiative
- the round ends on 20, actions after that are lost (except full-round casts and the like)
- the DM counts up from 1 to 20 and players call out their actions on their count
It probably looks overly-complicated, but it worked very well for us for many years, and it's very simple to use once you're used to it. Held actions and spell loss in particular added a lot of tension and fun to combat.
If my only options were 1E/2e vs 3E/4e, I'd go with 1E/2e. I really loath cyclical combat initiative.
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