AnotherGuy
Hero
We have incorporated a system of that sort in 5e and it works for our table, making combat FAR more exciting. I personally would not go back to static initiative.Hi everybody!
I've been reading some OSR stuff, really enamored by the turn structure for exploration and gearing up to do a hexcrawl and dungeon crawl game. But it's got me thinking about other old rules.
Who has played with rerolling Initiative each round and weapon speeds? It seems like it will drastically slow down games, but it may also feel more tactical. How does it end up changing the way the game is played? How do the players change their play?
We do not use weapons speeds, but the action declared determines the initiative die rolled.
It is unmodified by Dex and INT determines winners on ties.
Players are forced to declare their action before initiative is rolled.
And it's the order from Lowest to Highest.
Large creatures double the die rolled i.e. 2dx
Huge creatures triple the die rolled i.e. 3dx
etc...
Hasted creatures and certain monsters gain Advantage on the initiative die.
EDIT: I should add, combat is supposed to be chaotic so our table embraces that with the duration of spell effects by not changing the wording of the spells and letting the chips fall where they may.
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