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General Tabletop Discussion
*Dungeons & Dragons
House Rule: Card Initiative
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<blockquote data-quote="Dausuul" data-source="post: 8064125" data-attributes="member: 58197"><p>So, I had an idea for an initiative house rule, and wanted to toss it out there and see what people think.</p><p></p><p><strong>The goal: </strong>In principle, I like the idea of rolling initiative each round. I hate the predictability of side-based or regular cyclic initiative; I don't want players strategizing around knowing exactly who goes in what order. However, rolling each round and then sorting out who goes when seems like a major hassle--just not worth the effort.</p><p></p><p>I know one approach to initiative is to give each combatant a card and shuffle them, but this has the effect of negating high initiative bonuses. My party includes an assassin rogue, so that's a big deal. But... what if you could get more than one card?</p><p></p><p><strong>The house rule: </strong>Each combatant (or, for monsters, each group of combatants) gets a number of initiative cards based on their modifier. If your modifier is +1 or less, you get one card. If it's +2 to +4, you get two cards. If it's +5 to +6, you get three cards. For each point above 6, you get an additional card.</p><p></p><p>Each round, the DM shuffles the cards, then flips them over one at a time. When one of your cards comes up, <em>if you haven't taken a turn yet</em>, you take your turn. The rest of your cards are simply discarded when they come up.</p><p></p><p><strong>Why those numbers of cards?</strong> They roughly match the result of rolling for initiative by the book. There's some math involved, but the idea is that we pick any two combatants X and Y with different initiative modifiers, determine the chance that X goes before Y, and give each one a number of cards that results in a similar chance for X to beat Y. It lines up remarkably well.</p><p></p><p><strong>The benefits, in theory:</strong></p><ul> <li data-xf-list-type="ul">The benefits of high initiative are preserved.</li> <li data-xf-list-type="ul">Rolling initiative and tracking it are combined into one system, streamlining play.</li> <li data-xf-list-type="ul">You can't strategize around who goes when, even within a single round.</li> <li data-xf-list-type="ul">Adds excitement with each flip of a card. Do I get to go next, or does the monster in my face?</li> <li data-xf-list-type="ul">Opens up scope for other improvements. For instance, a limited form of "delay" could be introduced by shuffling your card back into the deck. Legendary monsters could have legendary action cards so the DM doesn't have to remember to inject an LA after each player turn. Etc.</li> </ul><p><strong>Possible issues (edited based on feedback):</strong></p><ul> <li data-xf-list-type="ul">"Start of your next turn" and "end of your next turn" durations become highly variable, and players have an incentive to use such actions when their turn comes early in a given round.</li> <li data-xf-list-type="ul">How to handle advantage or disadvantage on initiative?</li> <li data-xf-list-type="ul">Players have less ability to pre-plan their turns, which could slow things down.</li> <li data-xf-list-type="ul">Players don't get to roll for initiative any more.</li> <li data-xf-list-type="ul">In a party with a lot of Dex-based PCs, or encounters with high-Dex monsters, there could end up being an awful lot of cards.</li> </ul><p>Thoughts? Ideas? Criticisms? I'm probably going to put this to my players tomorrow evening and see if they're willing to give it a try.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8064125, member: 58197"] So, I had an idea for an initiative house rule, and wanted to toss it out there and see what people think. [B]The goal: [/B]In principle, I like the idea of rolling initiative each round. I hate the predictability of side-based or regular cyclic initiative; I don't want players strategizing around knowing exactly who goes in what order. However, rolling each round and then sorting out who goes when seems like a major hassle--just not worth the effort. I know one approach to initiative is to give each combatant a card and shuffle them, but this has the effect of negating high initiative bonuses. My party includes an assassin rogue, so that's a big deal. But... what if you could get more than one card? [B]The house rule: [/B]Each combatant (or, for monsters, each group of combatants) gets a number of initiative cards based on their modifier. If your modifier is +1 or less, you get one card. If it's +2 to +4, you get two cards. If it's +5 to +6, you get three cards. For each point above 6, you get an additional card. Each round, the DM shuffles the cards, then flips them over one at a time. When one of your cards comes up, [I]if you haven't taken a turn yet[/I], you take your turn. The rest of your cards are simply discarded when they come up. [B]Why those numbers of cards?[/B] They roughly match the result of rolling for initiative by the book. There's some math involved, but the idea is that we pick any two combatants X and Y with different initiative modifiers, determine the chance that X goes before Y, and give each one a number of cards that results in a similar chance for X to beat Y. It lines up remarkably well. [B]The benefits, in theory:[/B] [LIST] [*]The benefits of high initiative are preserved. [*]Rolling initiative and tracking it are combined into one system, streamlining play. [*]You can't strategize around who goes when, even within a single round. [*]Adds excitement with each flip of a card. Do I get to go next, or does the monster in my face? [*]Opens up scope for other improvements. For instance, a limited form of "delay" could be introduced by shuffling your card back into the deck. Legendary monsters could have legendary action cards so the DM doesn't have to remember to inject an LA after each player turn. Etc. [/LIST] [B]Possible issues (edited based on feedback):[/B] [LIST] [*]"Start of your next turn" and "end of your next turn" durations become highly variable, and players have an incentive to use such actions when their turn comes early in a given round. [*]How to handle advantage or disadvantage on initiative? [*]Players have less ability to pre-plan their turns, which could slow things down. [*]Players don't get to roll for initiative any more. [*]In a party with a lot of Dex-based PCs, or encounters with high-Dex monsters, there could end up being an awful lot of cards. [/LIST] Thoughts? Ideas? Criticisms? I'm probably going to put this to my players tomorrow evening and see if they're willing to give it a try. [/QUOTE]
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