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General Tabletop Discussion
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The "Bonus" Turn for high Initiative
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<blockquote data-quote="DND_Reborn" data-source="post: 7791152" data-attributes="member: 6987520"><p>So, it's great to have a good initiative modifier, right? Well, I guess, at least for that first round... but after that, it is really inconsequential. With the RAW system of cyclical initiative, it is always "you go, they go, you go, they go..." and so on.</p><p></p><p>But, what about if a high modifier could actually give you an "extra" turn the first round? The idea is this:</p><p></p><p>You roll initiative as normal. If your total is above 20, you get to act again, gaining a complete extra turn, at 20 below your total. After this, you act on the 20 less total for the remainder of the encounter.</p><p></p><p>I think the idea is straight forward, but here is an example:</p><p></p><p>A: 24</p><p>B: 21</p><p>C: 19</p><p>D: 13</p><p>E: 2</p><p></p><p>A would get to act on 24 and again on 4. After the first round, A would have to decide to act on 24 or 4 for the rest of the combat. B would act on 21 and on 1, also having to decide to act on 21 or 1 for the remainder of the battle.</p><p></p><p>A-1: 24</p><p>B-1: 21</p><p>C: 19</p><p>D: 13</p><p>A-2: 4</p><p>E: 2</p><p>B-2: 1</p><p></p><p>Now, of course this would make certain features VERY good under the right conditions, and I get that. But it has been my experience with cyclical initiative that getting a good bonus isn't as important really unless your class features (such as assassinate) really depend on going first. But even then, you only benefit from those features once.</p><p></p><p>Open for discussion: is this a decent idea? too much/OP? I am toying with it for now, and would like some constructive feedback (please not just "this is a bad idea"--tell me why! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7791152, member: 6987520"] So, it's great to have a good initiative modifier, right? Well, I guess, at least for that first round... but after that, it is really inconsequential. With the RAW system of cyclical initiative, it is always "you go, they go, you go, they go..." and so on. But, what about if a high modifier could actually give you an "extra" turn the first round? The idea is this: You roll initiative as normal. If your total is above 20, you get to act again, gaining a complete extra turn, at 20 below your total. After this, you act on the 20 less total for the remainder of the encounter. I think the idea is straight forward, but here is an example: A: 24 B: 21 C: 19 D: 13 E: 2 A would get to act on 24 and again on 4. After the first round, A would have to decide to act on 24 or 4 for the rest of the combat. B would act on 21 and on 1, also having to decide to act on 21 or 1 for the remainder of the battle. A-1: 24 B-1: 21 C: 19 D: 13 A-2: 4 E: 2 B-2: 1 Now, of course this would make certain features VERY good under the right conditions, and I get that. But it has been my experience with cyclical initiative that getting a good bonus isn't as important really unless your class features (such as assassinate) really depend on going first. But even then, you only benefit from those features once. Open for discussion: is this a decent idea? too much/OP? I am toying with it for now, and would like some constructive feedback (please not just "this is a bad idea"--tell me why! :) ). [/QUOTE]
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The "Bonus" Turn for high Initiative
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