Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="epithet" data-source="post: 7761926" data-attributes="member: 6796566"><p>The reason rerolling initiative appealed to the group in the first place was that players wanted to have more control over when they took their actions. With static initiative, following the published turn order rules, you act on your turn, period. You can hold an action to take as a reaction, but you can't say "I going to wait and go after the rogue." We were letting people do that anyway, with the house rule that you can adjust your initiative down as much as you want to, but that meant that in subsequent rounds you'd be stuck down there at the bottom of the tracker. If you let players delay their turns once per round (stating on your original initiative what you want your lower adjusted initiative to be,) that means that if a player "wins" initiative it makes turn order into a tactical choice. It makes feats and items that give advantage to initiative more appealing, too.</p><p></p><p>Another thing it lets me do is create a hidden actor on the combat tracker for the lair with a +10 init bonus. Rerolling every turn means that the PCs are never quite sure when lair actions will come up, adding dramatic tension.</p></blockquote><p></p>
[QUOTE="epithet, post: 7761926, member: 6796566"] The reason rerolling initiative appealed to the group in the first place was that players wanted to have more control over when they took their actions. With static initiative, following the published turn order rules, you act on your turn, period. You can hold an action to take as a reaction, but you can't say "I going to wait and go after the rogue." We were letting people do that anyway, with the house rule that you can adjust your initiative down as much as you want to, but that meant that in subsequent rounds you'd be stuck down there at the bottom of the tracker. If you let players delay their turns once per round (stating on your original initiative what you want your lower adjusted initiative to be,) that means that if a player "wins" initiative it makes turn order into a tactical choice. It makes feats and items that give advantage to initiative more appealing, too. Another thing it lets me do is create a hidden actor on the combat tracker for the lair with a +10 init bonus. Rerolling every turn means that the PCs are never quite sure when lair actions will come up, adding dramatic tension. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
Top