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Initiative Reboot [homebrew]
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<blockquote data-quote="Viking Bastard" data-source="post: 7540250" data-attributes="member: 509"><p>I’ve been considering a similar Greyhawk initiative derivative for my upcoming campaign. We’ve been using side initative for years, but I’m looking for a different feel for our next game.</p><p></p><p>You only ever roll one die, if you perform more than one action, you use the highest die. In general, effects that improve initiative allow you to drop down one die size. Turns come up counting from lowest to highest.</p><p></p><p>d4 - Misc quick action</p><p>d6 - Melee attack/Quick-loading ranged attack</p><p>d8 - Movement/Misc more involved </p><p>d10 - Slow-loading ranged attack</p><p>d12 - Spellcasting</p><p></p><p>You declare your general intent at the start of the round and you don’t get to change that. You do get to cancel your action though and substitute it for a dodge action OR you can declare next round’s action to go off on initative count zero. You are always allowed to cancel your action in such a way.</p><p></p><p>If more than one creature acts on the same count, the intent is to try to resolve it simultaneously. We’ll see how that goes.</p><p></p><p>Effects, in general, last until the affected creatures next turn, saving throws happening at the end of their turn. Outliers will be adjudicated during play.</p></blockquote><p></p>
[QUOTE="Viking Bastard, post: 7540250, member: 509"] I’ve been considering a similar Greyhawk initiative derivative for my upcoming campaign. We’ve been using side initative for years, but I’m looking for a different feel for our next game. You only ever roll one die, if you perform more than one action, you use the highest die. In general, effects that improve initiative allow you to drop down one die size. Turns come up counting from lowest to highest. d4 - Misc quick action d6 - Melee attack/Quick-loading ranged attack d8 - Movement/Misc more involved d10 - Slow-loading ranged attack d12 - Spellcasting You declare your general intent at the start of the round and you don’t get to change that. You do get to cancel your action though and substitute it for a dodge action OR you can declare next round’s action to go off on initative count zero. You are always allowed to cancel your action in such a way. If more than one creature acts on the same count, the intent is to try to resolve it simultaneously. We’ll see how that goes. Effects, in general, last until the affected creatures next turn, saving throws happening at the end of their turn. Outliers will be adjudicated during play. [/QUOTE]
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Initiative Reboot [homebrew]
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