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D&D 5E Simple Alternate Initiative

  • Thread starter Thread starter ro
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ro

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I want to keep initiative simple, but I also want to make weapon choices matter. What do you think of this simple initiative alternative?

Simple Initiative
-----------------
Round 1: Roll as normal
Round 2+: Roll again and subtract the highest number from this list according to your actions last round
X+4 Magic: Spell Level + 4
X Weapon damage die
8 Class Feature
4 Healing (Any source: Spell, Feature, etc.)
0 Everything else
 

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Have to remember what you did last round. That would slow down my table unless you came up with a good system.
 

I like it better than some of the alternatives ... the "you can't move because you weren't psychic and couldn't predict you would need to move" or "you're a melee type, so you will always go last because you might need to move" is not something I would want to do.

People would have to jot down what they did or maybe give the DM their initiative for the next round at the end of their turn? I guess it depends on how you want to run your rounds.
 

People would have to jot down what they did or maybe give the DM their initiative for the next round at the end of their turn? I guess it depends on how you want to run your rounds.

That's a good idea, and a good way to mark the end of your turn. "Your turn ends when you roll for the next round's initiative and give the result to the DM."
 

I think you're going to have to remove the "simple" descriptor from the thread.

First of all, do you roll for initiative every round? Cause that right there seems to go against anything "simple".

But, say you do take into account weapon modifiers, you'll need to answer these questions:

Natural attacks?
Spell-like abilities? (are these just 8?)
Is a greatsword 2d6 a 6 or a 12?
What about action surge?
This system would seem to favor TWF (two shortswords, d6) vs two handers with d10 and d12 dice. TWF typically will already be high-dex fighters.


(not trying to discourage you, just some questions you'll need to answer. :) )
 

I want to keep initiative simple, but I also want to make weapon choices matter. What do you think of this simple initiative alternative?

Simple Initiative
-----------------
Round 1: Roll as normal
Round 2+: Roll again and subtract the highest number from this list according to your actions last round
X+4 Magic: Spell Level + 4
X Weapon damage die
8 Class Feature
4 Healing (Any source: Spell, Feature, etc.)
0 Everything else

Looks sluggish. Especially the algebra part (X+4 Magic). :devil:

How about this:
For round 1, roll as normal. The DM keeps slots or cards for each character, and after each turn, the GM slides that character back to either the last slot or second-to-last slot, based on whether their turn was Fast or Slow. I'll let you determine what counts as a Fast or Slow turn...
 

I've created similar in the past. My solution is to roll your initiative at the end of each turn, after you take the actions. Rob the ranger fires his bow. After all effects are applied, after Rob ends his turn, he immediately rolls X - Y, gm writes it down, move on. In the new round, rearrange turn order, repeat. This method yields dynamic turn order, with little time devotion, and no extra memory required, except the "cost" for each action.
 

I have been thinking about using weapon speed and other action speeds to balance the Great Weapon Master issues. If you tend to get one extra round of attacks, and attack before the monsters, when you use small weapons, it makes up for the greater damage of a great weapon attack.

I just don't want it to be a burden that slows the system down. Balancing difficulty with benefit is the only reason I have not implemented it.
 

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