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Initiative System (player choice matters) playtest results
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<blockquote data-quote="Rabbitbait" data-source="post: 7862747" data-attributes="member: 60100"><p>Hmm, just spitballing here, but how would this work?</p><p></p><ul> <li data-xf-list-type="ul">Roll a d20 and subtract your dex modifier (minimum of 1)</li> <li data-xf-list-type="ul">Subtract that number from 100</li> <li data-xf-list-type="ul">The battle starts, going from highest to lowest.</li> <li data-xf-list-type="ul">When you have completed your turn, you roll a d20 and subtract your dex modifier, then add the score from your chart based on what you did that round.</li> </ul><p></p><table style='width: 100%'><tr><td><strong>Action</strong></td><td><strong>Die</strong></td></tr><tr><td>Light or finesse weapon, unarmed attack</td><td>d4</td></tr><tr><td>Cantrip, use items, any action not listed such as Dodge</td><td>d6</td></tr><tr><td>Weapon attacks, including natural weapon</td><td>weapon damage die or dice</td></tr><tr><td>Spell</td><td>d10</td></tr><tr><td>Incapacity</td><td>d20</td></tr></table> <ul> <li data-xf-list-type="ul">Subtract that number from your initiative - that is your new initiative number</li> </ul><p></p><p>That would mean someone with a high dex using a light weapon would really feel the advantages of speed over several rounds. They may even get to have two turns if they roll well compared to someone casting a spell.</p><p></p><p>Example.</p><p></p><p>Orc (+1 dex), rogue (+4 dex) and Wizard (-1 dex)</p><p></p><p>First round Orc rolls 10 (9 adjusted for dex modifier), rogue rolls 10 (6 adjusted), wizard rolls 10 (11 adjusted)</p><p></p><p>Subtract those numbers from 100</p><p></p><p>Initiative is:</p><p></p><p>Rogue 94</p><p>Orc 91</p><p>Wizard 89</p><p></p><p>The rogue attacks with his dagger and then rerolls, rolling another 10 (6 adjusted). He then rolls for the weapon he used - d4 - rolling a 2. 6+2=8. His new initiative is 94-8 = 86</p><p></p><p>Initiative is now</p><p></p><p><s>Rogue 94</s></p><p>Orc 91</p><p>Wizard 89</p><p>Rogue 86</p><p></p><p>The Orc attacks and then rerolls with his greataxe. Rolls 10 (9 adjusted) plus a roll of 6 for the greataxe. So current initiative -15</p><p></p><p>Initiative is now:</p><p></p><p><s>Rogue 94</s></p><p><s>Orc 91</s></p><p>Wizard 89</p><p>Rogue 86</p><p>Orc 76</p><p></p><p>Wizard casts spell. Rolls 10 (11 adjusted) plus a roll of 5 for the spellcasting. So current initiative -16</p><p></p><p>Initiative is now:</p><p></p><p><s>Rogue 94</s></p><p><s>Orc 91</s></p><p><s>Wizard 89</s></p><p>Rogue 86</p><p>Orc 76</p><p>Wizard 73</p><p></p><p>Back to the rogue. Same as above with middle of the road rolling. Initiative calculation is -8 again.</p><p></p><p>Initiative is now:</p><p></p><p><s>Rogue 94</s></p><p><s>Orc 91</s></p><p><s>Wizard 89</s></p><p><s>Rogue 86</s></p><p>Rogue 78</p><p>Orc 76</p><p>Wizard 73</p><p></p><p>So even though all the combatants have been middle of the road in their rolling, the rogue gets a second turn simply because he is dexterous and using a light weapon. Assuming another middle of the road roll that would take him down to an initiative count of 70 for the next round.</p><p></p><p>However, of course the randomness of rolls means that you would never know when your next turn is going to fall until you finish your current turn. It also means that the round does not reset every time, so someone with a dex bonus is likely to get a decent advantage over a full combat.</p><p></p><p>You could always go the other way as well, starting at zero and having a growing initiative number, but then you'd be aiming for a low roll on a d20. I like a high roll on d20 always being good.</p><p></p><p></p><p>Just thinking. I'd think I'd stick with normal initiative for simplicity, but that might be an option for people who want speed to have more of an impact.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 7862747, member: 60100"] Hmm, just spitballing here, but how would this work? [LIST] [*]Roll a d20 and subtract your dex modifier (minimum of 1) [*]Subtract that number from 100 [*]The battle starts, going from highest to lowest. [*]When you have completed your turn, you roll a d20 and subtract your dex modifier, then add the score from your chart based on what you did that round. [/LIST] [TABLE] [TR] [TD][B]Action[/B][/TD] [TD][B]Die[/B][/TD] [/TR] [TR] [TD]Light or finesse weapon, unarmed attack[/TD] [TD]d4[/TD] [/TR] [TR] [TD]Cantrip, use items, any action not listed such as Dodge[/TD] [TD]d6[/TD] [/TR] [TR] [TD]Weapon attacks, including natural weapon[/TD] [TD]weapon damage die or dice[/TD] [/TR] [TR] [TD]Spell[/TD] [TD]d10[/TD] [/TR] [TR] [TD]Incapacity[/TD] [TD]d20[/TD] [/TR] [/TABLE] [LIST] [*]Subtract that number from your initiative - that is your new initiative number [/LIST] That would mean someone with a high dex using a light weapon would really feel the advantages of speed over several rounds. They may even get to have two turns if they roll well compared to someone casting a spell. Example. Orc (+1 dex), rogue (+4 dex) and Wizard (-1 dex) First round Orc rolls 10 (9 adjusted for dex modifier), rogue rolls 10 (6 adjusted), wizard rolls 10 (11 adjusted) Subtract those numbers from 100 Initiative is: Rogue 94 Orc 91 Wizard 89 The rogue attacks with his dagger and then rerolls, rolling another 10 (6 adjusted). He then rolls for the weapon he used - d4 - rolling a 2. 6+2=8. His new initiative is 94-8 = 86 Initiative is now [S]Rogue 94[/S] Orc 91 Wizard 89 Rogue 86 The Orc attacks and then rerolls with his greataxe. Rolls 10 (9 adjusted) plus a roll of 6 for the greataxe. So current initiative -15 Initiative is now: [S]Rogue 94 Orc 91[/S] Wizard 89 Rogue 86 Orc 76 Wizard casts spell. Rolls 10 (11 adjusted) plus a roll of 5 for the spellcasting. So current initiative -16 Initiative is now: [S]Rogue 94 Orc 91 Wizard 89[/S] Rogue 86 Orc 76 Wizard 73 Back to the rogue. Same as above with middle of the road rolling. Initiative calculation is -8 again. Initiative is now: [S]Rogue 94 Orc 91 Wizard 89 Rogue 86[/S] Rogue 78 Orc 76 Wizard 73 So even though all the combatants have been middle of the road in their rolling, the rogue gets a second turn simply because he is dexterous and using a light weapon. Assuming another middle of the road roll that would take him down to an initiative count of 70 for the next round. However, of course the randomness of rolls means that you would never know when your next turn is going to fall until you finish your current turn. It also means that the round does not reset every time, so someone with a dex bonus is likely to get a decent advantage over a full combat. You could always go the other way as well, starting at zero and having a growing initiative number, but then you'd be aiming for a low roll on a d20. I like a high roll on d20 always being good. Just thinking. I'd think I'd stick with normal initiative for simplicity, but that might be an option for people who want speed to have more of an impact. [/QUOTE]
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