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General Tabletop Discussion
*Dungeons & Dragons
Intiative Score (DMG variant rule)
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<blockquote data-quote="Quickleaf" data-source="post: 7936846" data-attributes="member: 20323"><p>I used a variation of initiative scores in my last campaign mixed with a touch of side-based initiative.</p><p></p><p>For non-named/non-boss monsters that didn't involve a surprise round, I used an initiative score for the monsters (EDIT: Just remembered! If the monster was proficient in Dex saves, I applied its proficiency bonus to its initiative score). And then had the players roll as normal. This formed natural clusters in the initiative count, for example...</p><p></p><p>19. PC #1</p><p>16. PC #2</p><p>15. Mage</p><p>13. PC # 3</p><p>12. PC #4 (higher Dex than goblins)</p><p>12. Goblins</p><p>7. PC #5</p><p>1. Zombies (always have my zombies act on initiative '1' thanks to AD&D's influence)</p><p></p><p>I would let clustered players (e.g. PC #1 and #2) go in the order they pleased, even overlapping their turns if necessary for whatever they wanted to pull off. Similarly I would let PC #3 and #4 go in the order they pleased.</p><p></p><p>This seemed to capture the best of all worlds: saving time with less rolls, letting the players enjoy rolling, and encouraged more strategizing among the players while still preserving some uncertainty.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7936846, member: 20323"] I used a variation of initiative scores in my last campaign mixed with a touch of side-based initiative. For non-named/non-boss monsters that didn't involve a surprise round, I used an initiative score for the monsters (EDIT: Just remembered! If the monster was proficient in Dex saves, I applied its proficiency bonus to its initiative score). And then had the players roll as normal. This formed natural clusters in the initiative count, for example... 19. PC #1 16. PC #2 15. Mage 13. PC # 3 12. PC #4 (higher Dex than goblins) 12. Goblins 7. PC #5 1. Zombies (always have my zombies act on initiative '1' thanks to AD&D's influence) I would let clustered players (e.g. PC #1 and #2) go in the order they pleased, even overlapping their turns if necessary for whatever they wanted to pull off. Similarly I would let PC #3 and #4 go in the order they pleased. This seemed to capture the best of all worlds: saving time with less rolls, letting the players enjoy rolling, and encouraged more strategizing among the players while still preserving some uncertainty. [/QUOTE]
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