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General Tabletop Discussion
*Dungeons & Dragons
Ideas for Initiative house rules
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<blockquote data-quote="Einlanzer0" data-source="post: 8131553" data-attributes="member: 6788934"><p>Conceptually, I agree with this, which is why I keep Initiative with Dex. There's an argument for Wisdom, but as mentioned above that's partially filled by surprise rounds. If you want it to be with Int, I'm a fan of retheming it away from Initiative and toward something like Tactics. </p><p></p><p>My belief is not that Dex is too overloaded, but that other stats are too shallow. This is pretty easy to address, actually:</p><p>Weapons have minimum strength requirements like armor does. No 8 Str Longbowmen in my games.</p><p>Con doesn't need anything</p><p>Intelligence of 13 or higher grants a bonus proficiency. Int checks also replace the Hero Point system, granting situational advantage/disadvantage.</p><p>Wisdom and Charisma are both used for Sanity/madness, which are more common in my games</p><p>Charisma of 13 or higher grants expertise on a social skill of your choice.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 8131553, member: 6788934"] Conceptually, I agree with this, which is why I keep Initiative with Dex. There's an argument for Wisdom, but as mentioned above that's partially filled by surprise rounds. If you want it to be with Int, I'm a fan of retheming it away from Initiative and toward something like Tactics. My belief is not that Dex is too overloaded, but that other stats are too shallow. This is pretty easy to address, actually: Weapons have minimum strength requirements like armor does. No 8 Str Longbowmen in my games. Con doesn't need anything Intelligence of 13 or higher grants a bonus proficiency. Int checks also replace the Hero Point system, granting situational advantage/disadvantage. Wisdom and Charisma are both used for Sanity/madness, which are more common in my games Charisma of 13 or higher grants expertise on a social skill of your choice. [/QUOTE]
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Ideas for Initiative house rules
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