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Concurrent initiative variant; Everybody declares/Everybody resolves [WAS Simultaneous Initiative]
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<blockquote data-quote="Rune" data-source="post: 7023621" data-attributes="member: 67"><p>It occurs to me that, if you're looking for a more granular approach to concurrent initiative (if your into that), you could factor weapon, movement, and casting speeds into the opposed initiative checks. </p><p></p><p>It would look like this:</p><p></p><p><strong>Variant 1</strong></p><p><strong></strong></p><p><strong>1:</strong> All creatures declare actions and movement in whatever order. </p><p></p><p><strong>2:</strong> Points of conflict requiring opposed Dexterity (Initiative) checks to resolve are determined. </p><p></p><p><strong>3:</strong> Each participant modifies their check by a number based on their opponent's movement and action thus far in the round. </p><p></p><p><strong>3a:</strong> Each 5 ft. of a participant's movement thus far adds 1 to their opponent's roll. Standing from prone adds 3. </p><p></p><p><strong>3b:</strong> Each standard action a participant has attempted thus far adds 3 to their opponent's roll. </p><p></p><p><strong>3c:</strong> Each bonus action a participant has attempted thus far adds 1 to their opponent's roll. </p><p></p><p><strong>4:</strong> The combat round is resolved with the outcomes of initiative-contested events determining the order of relevant events and all other events occurring concurrently. </p><p></p><p><strong><em>Example:</em></strong> Orc Killington declares he will move 60 ft. over to Wizard Squishypants and attack him, using his bonus action Aggressive ability to help close the distance. Fighter McHackenslash readies an action to intercept Orc Killington before he reaches Wizard Squishypants and shove him to the ground. Wizard Squishypants is unconcerned; even if Fighter McHackenslash fails, he still can cast <em>Shield</em> immediately. He decides sending a few <em>Magic Missiles</em> to Orc Killington's face would be an appropriate course of action. </p><p></p><p>Only the readied action forces an opposed Dexterity (Initiative) check, so Fighter McHackenslash plots a route that intercepts Orc Killington 40 ft. in, while only costing himself 15 ft. This means Fighter McHackenslash will get +9 (40 ft. of movement, plus a bonus action) to his check, while Orc Killington will get +6 (15 ft. of movement, plus a standard action to ready). If Fighter McHackenslash had chosen to intercept 10 ft. earlier, he would only get +6 (30 ft. of movement with no bonus action). </p><p></p><p><strong>Variant 2</strong></p><p></p><p>As above, except the action being currently attempted is included in all modifiers. Also, replace 3a with:</p><p></p><p><strong>3a:</strong> Each 5 ft. of movement adds 1+(30-participant's movement speed)/25 to their opponent's roll, rounded down after totaling the distance moved. The minimum modified per 5 ft. moved is 0. Standing from prone counts as moving 15 ft. <em>(So, a 25 ft. speed adds 1.2 per 5 ft. moved and, thus, +1 for 5 ft., +6 for 25. A 35 ft. speed adds 0.8 per 5 ft. move and, thus, +0 for 5 ft., +1 for 10 ft., +4 for 30 ft. A 60 ft. speed adds 0 for any distance moved.)</em> </p><p></p><p>Additionally, 3b and 3c only apply to non-attack, non-movement, and non-casting actions. In addition, 3c also applies to non-attack and non-casting reactions. </p><p></p><p>Finally, add:</p><p></p><p><strong>3d:</strong> Each attack attempted thus far (including the current one) by a participant adds 1 to their opponent's roll if the attack was made with a light weapon (or no weapon), 3 with a heavy weapon, and 2 with all others. If a weapon has the <em>load</em> property, each attack that had to be loaded instead adds double the modifier. </p><p></p><p><strong>3e:</strong> Each spell a participant has thus far cast as a standard action (including the current one) adds 1+1 per spell level to their opponent's roll. Bonus action and reaction spells add (1+1 per spell level)/3, rounded up. </p><p></p><p><strong><em>Example:</em></strong> Orc Killington declares he will move 60 ft. over to Wizard Squishypants and attack him, using his bonus action Aggressive ability to help close the distance. Fighter McHackenslash (a dwarf, since it's about to become relevant) readies an action to run over to Orc Killington and shove him prone before he can attack. Wizard Squishypants was hung over and forgot to prepare <em>Shield</em> today and also doesn't feel like moving around much, so he decides to ready an action to unload a few <em>Magic Missiles</em> into Orc Killington's face before he can get close enough to attack, hoping to drop him. Because, screw you, Fighter McHackenslash, for not having a hangover, also. </p><p></p><p>The relevant checkpoints are determined to be Wizard Squishypants's spell at a point somewhere along Orc Killington's route (Wizard Squishypants decides on 5 ft. away) and, if he fails that check, or fails to kill Orc Killington, Fighter McHackenslash's attempt to shove Orc Killington prone before he can attack. </p><p></p><p>For the first check, Wizard Squishypants gets +11 to his check (55 ft. of movement), while Orc Killington only gets +4 (a standard action to ready, plus a 1st level spell cast as a readied reaction). </p><p></p><p>If that fails to keep Orc Killington out of his face, Fighter McHackenslash moves to Orc Killington (let's say, 25 ft.) and they make their opposed check. Fighter McHackenslash gets +15 (60 ft. of movement, plus a single heavy weapon attack), while Orc Killington gets +10 (25 ft. of movement from a character with 25 ft. speed, plus a standard action to ready, plus a reaction to trigger the readied action). </p><p></p><p>Now, both of the above are <em>way</em> too granular for my tastes, but, what can I say? I just wanted an excuse to wright "Orc Killington," "Fighter McHackenslash," and "Wizard Squishypants" a bunch of times.</p></blockquote><p></p>
[QUOTE="Rune, post: 7023621, member: 67"] It occurs to me that, if you're looking for a more granular approach to concurrent initiative (if your into that), you could factor weapon, movement, and casting speeds into the opposed initiative checks. It would look like this: [b]Variant 1 1:[/b] All creatures declare actions and movement in whatever order. [b]2:[/b] Points of conflict requiring opposed Dexterity (Initiative) checks to resolve are determined. [b]3:[/b] Each participant modifies their check by a number based on their opponent's movement and action thus far in the round. [b]3a:[/b] Each 5 ft. of a participant's movement thus far adds 1 to their opponent's roll. Standing from prone adds 3. [b]3b:[/b] Each standard action a participant has attempted thus far adds 3 to their opponent's roll. [b]3c:[/b] Each bonus action a participant has attempted thus far adds 1 to their opponent's roll. [b]4:[/b] The combat round is resolved with the outcomes of initiative-contested events determining the order of relevant events and all other events occurring concurrently. [b][i]Example:[/i][/b] Orc Killington declares he will move 60 ft. over to Wizard Squishypants and attack him, using his bonus action Aggressive ability to help close the distance. Fighter McHackenslash readies an action to intercept Orc Killington before he reaches Wizard Squishypants and shove him to the ground. Wizard Squishypants is unconcerned; even if Fighter McHackenslash fails, he still can cast [i]Shield[/i] immediately. He decides sending a few [i]Magic Missiles[/i] to Orc Killington's face would be an appropriate course of action. Only the readied action forces an opposed Dexterity (Initiative) check, so Fighter McHackenslash plots a route that intercepts Orc Killington 40 ft. in, while only costing himself 15 ft. This means Fighter McHackenslash will get +9 (40 ft. of movement, plus a bonus action) to his check, while Orc Killington will get +6 (15 ft. of movement, plus a standard action to ready). If Fighter McHackenslash had chosen to intercept 10 ft. earlier, he would only get +6 (30 ft. of movement with no bonus action). [b]Variant 2[/b] As above, except the action being currently attempted is included in all modifiers. Also, replace 3a with: [b]3a:[/b] Each 5 ft. of movement adds 1+(30-participant's movement speed)/25 to their opponent's roll, rounded down after totaling the distance moved. The minimum modified per 5 ft. moved is 0. Standing from prone counts as moving 15 ft. [i](So, a 25 ft. speed adds 1.2 per 5 ft. moved and, thus, +1 for 5 ft., +6 for 25. A 35 ft. speed adds 0.8 per 5 ft. move and, thus, +0 for 5 ft., +1 for 10 ft., +4 for 30 ft. A 60 ft. speed adds 0 for any distance moved.)[/i] Additionally, 3b and 3c only apply to non-attack, non-movement, and non-casting actions. In addition, 3c also applies to non-attack and non-casting reactions. Finally, add: [b]3d:[/b] Each attack attempted thus far (including the current one) by a participant adds 1 to their opponent's roll if the attack was made with a light weapon (or no weapon), 3 with a heavy weapon, and 2 with all others. If a weapon has the [i]load[/i] property, each attack that had to be loaded instead adds double the modifier. [b]3e:[/b] Each spell a participant has thus far cast as a standard action (including the current one) adds 1+1 per spell level to their opponent's roll. Bonus action and reaction spells add (1+1 per spell level)/3, rounded up. [b][i]Example:[/i][/b] Orc Killington declares he will move 60 ft. over to Wizard Squishypants and attack him, using his bonus action Aggressive ability to help close the distance. Fighter McHackenslash (a dwarf, since it's about to become relevant) readies an action to run over to Orc Killington and shove him prone before he can attack. Wizard Squishypants was hung over and forgot to prepare [i]Shield[/i] today and also doesn't feel like moving around much, so he decides to ready an action to unload a few [i]Magic Missiles[/i] into Orc Killington's face before he can get close enough to attack, hoping to drop him. Because, screw you, Fighter McHackenslash, for not having a hangover, also. The relevant checkpoints are determined to be Wizard Squishypants's spell at a point somewhere along Orc Killington's route (Wizard Squishypants decides on 5 ft. away) and, if he fails that check, or fails to kill Orc Killington, Fighter McHackenslash's attempt to shove Orc Killington prone before he can attack. For the first check, Wizard Squishypants gets +11 to his check (55 ft. of movement), while Orc Killington only gets +4 (a standard action to ready, plus a 1st level spell cast as a readied reaction). If that fails to keep Orc Killington out of his face, Fighter McHackenslash moves to Orc Killington (let's say, 25 ft.) and they make their opposed check. Fighter McHackenslash gets +15 (60 ft. of movement, plus a single heavy weapon attack), while Orc Killington gets +10 (25 ft. of movement from a character with 25 ft. speed, plus a standard action to ready, plus a reaction to trigger the readied action). Now, both of the above are [i]way[/i] too granular for my tastes, but, what can I say? I just wanted an excuse to wright "Orc Killington," "Fighter McHackenslash," and "Wizard Squishypants" a bunch of times. [/QUOTE]
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