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Intiative Score (DMG variant rule)
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<blockquote data-quote="DND_Reborn" data-source="post: 7935995" data-attributes="member: 6987520"><p>I like the quicken house-rule we have been using in one of our games. It is pretty simply and gives some choice that can impact tactics and play.</p><p></p><p>Here's the idea if you're interested:</p><p></p><p>When a player rolls initiative, he chooses whether or not to quicken his roll. If he does, he rolls 2d20 for Initiative (adding them) instead of 1d20. On his turn, he can take an action, a bonus action, <em>OR</em> move. He cannot do more than one thing. After all other turns are resolved, on initiative count 0 he takes his remaining actions/move/ or whatever he <em>din't</em> do before.</p><p></p><p>Ex. A Fighter 7 is already fighting a monster, so he doesn't need to move, but his HP is low and using his Second Wind is a priority since otherwise he fears he won't survive the monster's attack if it goes first. So, the player decides to quicken his Initiative and will only take his bonus action on his turn. The player rolls 2d20, getting a total of 32 with modifiers, and uses his Second Wind as his bonus action. Later on, the monster attacks. At the end of the round, the Fighter now gets to take an action and move if he chooses. He decides to disengage and move away since help arrived.</p><p></p><p>So, what is the benefit? Well, with normal initiative, he might have lost and gone down on the monster's attack.</p><p></p><p>Obviously, this system works best if you roll initiative each round.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7935995, member: 6987520"] I like the quicken house-rule we have been using in one of our games. It is pretty simply and gives some choice that can impact tactics and play. Here's the idea if you're interested: When a player rolls initiative, he chooses whether or not to quicken his roll. If he does, he rolls 2d20 for Initiative (adding them) instead of 1d20. On his turn, he can take an action, a bonus action, [I]OR[/I] move. He cannot do more than one thing. After all other turns are resolved, on initiative count 0 he takes his remaining actions/move/ or whatever he [I]din't[/I] do before. Ex. A Fighter 7 is already fighting a monster, so he doesn't need to move, but his HP is low and using his Second Wind is a priority since otherwise he fears he won't survive the monster's attack if it goes first. So, the player decides to quicken his Initiative and will only take his bonus action on his turn. The player rolls 2d20, getting a total of 32 with modifiers, and uses his Second Wind as his bonus action. Later on, the monster attacks. At the end of the round, the Fighter now gets to take an action and move if he chooses. He decides to disengage and move away since help arrived. So, what is the benefit? Well, with normal initiative, he might have lost and gone down on the monster's attack. Obviously, this system works best if you roll initiative each round. [/QUOTE]
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