Initiative

WinterCat

First Post
Hi,

I would like to know if Initiative bonus feats stuck "anyway".

I.e.:
A Wizard takes Improved Initiative feat that is a +4 and the Quick Draw feat that is a +2.
Now, does he have +6 bonus from feats, even if he does not "draw" quickly anything but simply casts spells?
Or he has +4 for the encounter if he stats casting and +6 if he chooses to go in to hack 'n slash?

Thank for the enlightenment in advance.
---
WinteCat
a "sad/confused" DM learning the ropes for the 5th time.
 

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That is funny, since the perquisites are the same for both feats.

Who with a sane mind would choose a feat that gives less bonus for the same stat if a greater bonus costs the same????
 

If you're taking it just for the initiative, then obviously Improved Initiative is the best.

If you actually want the Quick Draw feature, the +2 to initiative is a nice bonus.
 
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Quickdraw gives an initiative bonus? thats pretty cool! yea, I think you'd have to be pretty determined to go first to take improved initiative instead.
 

Zalgarde said:
Quickdraw gives an initiative bonus? thats pretty cool! yea, I think you'd have to be pretty determined to go first to take improved initiative instead.
Or not worried about the action to draw an item. It is just a minor action.
A wizard, for example, is generally only ever going to "draw" a potion, and while it would be great to draw it as part of the action of using it (a minor), it's not generally a huge issue to take two minor actions to quaff the potion of healing.
 

ValhallaGH said:
Or not worried about the action to draw an item. It is just a minor action.
A wizard, for example, is generally only ever going to "draw" a potion, and while it would be great to draw it as part of the action of using it (a minor), it's not generally a huge issue to take two minor actions to quaff the potion of healing.
Well, being able to shift, move, then draw and drink could be useful.
 

ValhallaGH said:
Or not worried about the action to draw an item. It is just a minor action.
A wizard, for example, is generally only ever going to "draw" a potion, and while it would be great to draw it as part of the action of using it (a minor), it's not generally a huge issue to take two minor actions to quaff the potion of healing.

This is true for a Wizard, but less true for some other classes.

For example, a Sword and Board (Heavy Shield) Paladin or Fighter, or a Two Weapon Ranger have no free hands. So to quaff a potion, they would need to either:

Sheathe weapon (move)
Pull out potion (minor)
Quaff potion (minor)

and the weapon is still sheathed.

Or, they could:

Drop weapon (free)
Pull out potion (minor)
Quaff potion (minor)
Pick up weapon (move)

which in some rare circumstances could result in a problem (i.e. if an enemy managed to get ahold of the weapon mid-turn or if in a precarious or unusual position such as in water or standing next to a pit or cliff, this tactic might lose the weapon, etc.).

Quick Draw is good for potions for these combatant types in that it allows:

Sheathe weapon (move)
Quick Draw pull out and quaff potion (minor)
Quick Draw pull out and attack with weapon (standard)

Quick Draw is very useful for these types of builds.
 

malraux said:
Well, being able to shift, move, then draw and drink could be useful.
Absolutely. But is it more useful than the larger bonus to initiative?
Depends upon the character.

For Quickdraw characters, the initiative is a nice bonus that keeps many of them from spending another feat on Improved Initiative because they've got enough of an initiative bonus.

For Initiative characters, the quick draw of Quickdraw is a nice bonus but not their primary reason for looking at the feat.

Ultimately, it comes down to why you're interested in the stuff at all. And which one you think is a better investment. Or if both are worthwhile.
 

KarinsDad said:
Sheathe weapon (move)

In 4e, to sheathe a weapon is now just a minor action (same as drawing a weapon), no longer a move action (yay!) (pg 289 PHB)

Drinking a potion, dropping prone, picking up an item, are all minor actions.

Less actions provoke OA now - ranged and area attacks while adjacent to an enemy, leaving(moving) a square adjacent to an enemy, that's about it, no longer does drinking a potion, sheathing, etc.

With Quick Draw then, you could sheathe (minor), move in to position, draw and attack with a new weapon - or sheathe, shift back a square, draw and fire ranged.
 

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