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D&D 5E Speed Factor Initiative Modifiers

maritimo80

First Post
These new rules presented in the DMG, the Speed Factor Modifiers Initiative, are very interesting, because as playing D & D 2nd edition, I used them, but it can present some problems in the game session.


In my play sessions, roll the initiative once at the beginning of the meeting and start the fight.


Suppose we have three characters, a warrior, a wizard and a rogue. The Fighter rolls and added to Dexterity is 10, the wizard rolls and added to Dexterity is 16 and the rogue rolls and added to Dexterity is of 20. We also have 3 Orcs, rolling 7, 8 and 9.


Then the order of initiative would look like this:


Rogue - 20
Wizard - 16
Fighter - 10
Orc # 1-9
Orc # 2-8
Orc # 3-7


Now following questions:


1) The Rogue begins the turn and decides to attack with a Short Bow granting -5 (Ranged Weapons) in the initiative. Thus, the initiative it gets 15 he attacks after the Wizard. Right? But if the Wizard is launching a Fireball (-3), his initiative would be smaller and would return the Rogue to attack first?


That is, these types of exchanges of shares and their bonuses, will be cluttering the order of actions each turn. Very imagine complex.


2) Now imagine that after the Wizard use a fireball, the Orc # 1 decides to attack with a dagger (Light, +2 initiative), ie its initiative would increase from 9 to 11 and it would have to be attacked before the Wizard. How would do that? All would have to declare their shares at the beginning of turn? But that does not disturb the option of each player change action according to the events in turn until you get your time to act? And how would the actions of the "Ready"?


3) In short, as optimally and work, work with this rule? All declare the action on the part of the beginning?



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http://www.enworld.org/forum/content.php?2086-Glimpses-of-the-DMG!#.VHho6THF8uE
 

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Using speed factors, everyone decides what they are going to do and then rolls initiative. So the Orc declared weapon before initiative was decided. Then go through whole process again next round.

Round 1:
1 Everyone declares action
2 Determine initiative modifiers
3 Roll initiatve
4 Everyone, in order, takes action.

Next round: repeat steps 1-4
 
Last edited:

Using speed factors, everyone decides what they are going to do and then rolls initiative. So the Orc declared weapon before initiative was decided. Then go through whole process again next round.

Round 1:
1 Everyone declares action
2 Determine initiative modifiers
3 Roll initiatve
4 Everyone, in order, takes action.

Next 2: repeat steps 1-4


All turn you roll the iniciative ?
 

While the above is very much like AD&D, it is more time consuming and does slow the game down. It was used when players and characters had fewer options for their actions.
 


All turn you roll the iniciative ?

Pag 177 of PHB

Iniative
At the beginning o f every combat, you roll initiative
by making a Dexterity check. Initiative determines
the order of creatures’ turns in combat, as described
in chapter 9.

=====================================

Combat step by step
1. Determine surprise. The DM determines whether anyone
involved in the combat encounter is surprised.
2. Establish positions. The DM decides where all the
characters and monsters are located. Given the
adventurers’ marching order or their stated positions in
the room or other location, the DM figures out where the
adversaries are—how far away and in what direction.
3. Roll initiative. Everyone involved in the combat encounter
rolls initiative, determining the order of combatants’ turns.
4. Take turns. Each participant in the battle takes a turn in
initiative order.
5. Begin the next round. When everyone involved in the
combat has had a turn, the round ends. Repeat step 4 until
the fighting stops.
 


Speed Factor
Speed factor is an option for initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round
DMG page 270
 



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