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<blockquote data-quote="Charlaquin" data-source="post: 7851632" data-attributes="member: 6779196"><p>This whole argument hinges on the assumption that Proficiency bonus can’t be added to Initiative. But there’s absolutely no reason it can’t be. Initiative is just a Dexterity check made to determine the turn order in combat. Acrobatics, Sleight of Hand, and Stealth are all Skills, which allow you to apply your Proficiency Bonus to Dexterity checks under specified conditions. For example, a character who is trained in Acrobatics can add their proficiency bonus to Dexterity checks made to “stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck” or “to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.” In theory, if one’s ability to stay on one’s feet or perform</p><p>acrobatic stunts was relevant to how quickly they could act in combat. As an example, imagine the characters are on a ship, and combat is initiated when a kraken emerges from the depths, displacing a large amount of water and rocking the ship with the ripples. In such a situation, the characters’ ability to maintain their balance might be relevant in determining who can act first. So, it would be appropriate for the DM to call for a Decterity (Acrobatics) check to determine initiative.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7851632, member: 6779196"] This whole argument hinges on the assumption that Proficiency bonus can’t be added to Initiative. But there’s absolutely no reason it can’t be. Initiative is just a Dexterity check made to determine the turn order in combat. Acrobatics, Sleight of Hand, and Stealth are all Skills, which allow you to apply your Proficiency Bonus to Dexterity checks under specified conditions. For example, a character who is trained in Acrobatics can add their proficiency bonus to Dexterity checks made to “stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck” or “to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.” In theory, if one’s ability to stay on one’s feet or perform acrobatic stunts was relevant to how quickly they could act in combat. As an example, imagine the characters are on a ship, and combat is initiated when a kraken emerges from the depths, displacing a large amount of water and rocking the ship with the ripples. In such a situation, the characters’ ability to maintain their balance might be relevant in determining who can act first. So, it would be appropriate for the DM to call for a Decterity (Acrobatics) check to determine initiative. [/QUOTE]
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