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General Tabletop Discussion
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Ideas for Initiative house rules
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<blockquote data-quote="Vaslov" data-source="post: 8130653" data-attributes="member: 37953"><p>I am not a fan of the standard 5e initiative. Takes time to setup the initiative having everyone roll just to result in a stale round robin of turns across everyone. Of the various replacements I have tried two of them stand out.</p><p></p><p>SotDL - No roll. Players win. Act on a fast turn or slow turn. Spares the time spent of rolling and cataloging who goes when. Everyone stays pretty invested so they can plan out actions together. Gets the "prep for combat" stage out of the game and get to those juicy "do I succeed" rolls as soon as possible.</p><p></p><p>Feng Shui 2 - When I want something crunchier on the rule side this flavor tends to work for me. There is rolled initiative, but each type of action has a point cost that changes individual initiative. For example, you have an initiative of 14. To swing of sword costs 3 points so your next aciton is on a 11. etc. This spend to act includes interrupts, which are sort of like 5e reactions, so there is a clear cost to using a reaction in that your next action is even further away. This dynamic keeps everyone on their toes and has them spending time working out if the big point cost action is worth the time until they can act next.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 8130653, member: 37953"] I am not a fan of the standard 5e initiative. Takes time to setup the initiative having everyone roll just to result in a stale round robin of turns across everyone. Of the various replacements I have tried two of them stand out. SotDL - No roll. Players win. Act on a fast turn or slow turn. Spares the time spent of rolling and cataloging who goes when. Everyone stays pretty invested so they can plan out actions together. Gets the "prep for combat" stage out of the game and get to those juicy "do I succeed" rolls as soon as possible. Feng Shui 2 - When I want something crunchier on the rule side this flavor tends to work for me. There is rolled initiative, but each type of action has a point cost that changes individual initiative. For example, you have an initiative of 14. To swing of sword costs 3 points so your next aciton is on a 11. etc. This spend to act includes interrupts, which are sort of like 5e reactions, so there is a clear cost to using a reaction in that your next action is even further away. This dynamic keeps everyone on their toes and has them spending time working out if the big point cost action is worth the time until they can act next. [/QUOTE]
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