Please note this post has been edited to simplify the initiative system.
I've been inspired by 6ENow's cinematic initiative variant to come up with a more granular initiative variant which breaks down the movement and actions of a combat round into smaller increments to hopefully give more of a feeling that the action is happening simultaneously and in parallel rather than the usual I go you go in series feeling. This will of course be more complicated than standard initiative and will definitely not be for every table. But for those who want more granularity in their combat encounters this may be worth a look.
The Rules are as follows:
1. Roll initiative as usual with the exception that players have the choice of using Dex, Wis, or Int mods to add to the roll.
2. The Round is divided into 6 Impulses - starting with Impulse 1 then Impulse 2, etc. Each Impulse equates to 1 second.
3. On every Impulse, you may move up to 1/6 your speed if you have enough movement remaining and take any remaining Action and/or Bonus Action. The movement and action may be performed in any order. To speed up play, all combatants will take their move and/or actions simultaneously unless timing of actions will make a difference in which case the initiative order will be consulted.
4. The Round ends at the end of Impulse 6, and a new Round starts with Impulse 1.
Notes:
---When Dashing, you get to move double your normal movement per Impulse. So if your speed is 30 ft, normally you can only move 5 ft per Impulse, but if you Dash you get to move 10 ft per Impulse.
---For speeds other than 30 ft, adjust the movement in 5 ft increments. For example, if your speed is 35 ft, you get to move 10 ft in any one Impulse and 5 ft in the other 5 Impulses. If your speed is 25 ft, you get to move 5 ft in any 5 of the 6 Impulses but can not move in the other Impulse.
---You can attack only once per Impulse unless you are using light weapons or unarmed attacks in which case you can attack twice per Impulse.
---You must wait until 3 Impulses have past to get up from prone. For example, if you are knocked prone on Impulse 1, you can not get back up until Impulse 4. If you are knocked prone on Impulse 5, you can not get back up until Impulse 2 of the next Round.
---For any ability that calls for "until the start or end of your next turn", the start of your turn is the beginning of Impulse 1 in your initiative order, and the end of your turn is end of Impulse 6 in initiative order.
---Reactions work as normal, ie they can occur at any time when the trigger occurs.
Looking at this as I write it, it gives me the feel of a tactical hex and counter wargame. If anyone is brave or foolish enough to try this out, give it a spin and let me know how it goes. I'd like to give it a go myself but with a new baby and everything going on, it won't be for a long while unfortunately.
I've been inspired by 6ENow's cinematic initiative variant to come up with a more granular initiative variant which breaks down the movement and actions of a combat round into smaller increments to hopefully give more of a feeling that the action is happening simultaneously and in parallel rather than the usual I go you go in series feeling. This will of course be more complicated than standard initiative and will definitely not be for every table. But for those who want more granularity in their combat encounters this may be worth a look.
The Rules are as follows:
1. Roll initiative as usual with the exception that players have the choice of using Dex, Wis, or Int mods to add to the roll.
2. The Round is divided into 6 Impulses - starting with Impulse 1 then Impulse 2, etc. Each Impulse equates to 1 second.
3. On every Impulse, you may move up to 1/6 your speed if you have enough movement remaining and take any remaining Action and/or Bonus Action. The movement and action may be performed in any order. To speed up play, all combatants will take their move and/or actions simultaneously unless timing of actions will make a difference in which case the initiative order will be consulted.
4. The Round ends at the end of Impulse 6, and a new Round starts with Impulse 1.
Notes:
---When Dashing, you get to move double your normal movement per Impulse. So if your speed is 30 ft, normally you can only move 5 ft per Impulse, but if you Dash you get to move 10 ft per Impulse.
---For speeds other than 30 ft, adjust the movement in 5 ft increments. For example, if your speed is 35 ft, you get to move 10 ft in any one Impulse and 5 ft in the other 5 Impulses. If your speed is 25 ft, you get to move 5 ft in any 5 of the 6 Impulses but can not move in the other Impulse.
---You can attack only once per Impulse unless you are using light weapons or unarmed attacks in which case you can attack twice per Impulse.
---You must wait until 3 Impulses have past to get up from prone. For example, if you are knocked prone on Impulse 1, you can not get back up until Impulse 4. If you are knocked prone on Impulse 5, you can not get back up until Impulse 2 of the next Round.
---For any ability that calls for "until the start or end of your next turn", the start of your turn is the beginning of Impulse 1 in your initiative order, and the end of your turn is end of Impulse 6 in initiative order.
---Reactions work as normal, ie they can occur at any time when the trigger occurs.
Looking at this as I write it, it gives me the feel of a tactical hex and counter wargame. If anyone is brave or foolish enough to try this out, give it a spin and let me know how it goes. I'd like to give it a go myself but with a new baby and everything going on, it won't be for a long while unfortunately.
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