I'm sure you recognize that you are essentially trading one awful metagame aspect for another, right?You might not see it as a problem but to me this one awful metagame aspect alone is more than enough reason to take cyclic or turn-based initiative of any kind and throw it in a lake.
Problem is, D&D does take combat turns no matter which system you choose: the default or the Mearlsian one. Furthermore, D&D combat already assumes that you are constantly doing what you can to survive a combat round, even if it's not your turn. You are "avoiding" hits when the foe fails to hit, and you are looking for your next opportunity to make a hit.Problem is, combat doesn't take turns. Combat doesn't believe in turns. Combat tries to kill you, and you do whatever you can to survive.
Of course, you are instead having people declaring what they will do, so the metagamed planning of actions and gaming of the "quasi-speed" initiative initiative system is upfront.But if the "loss of player agency" you refer to is the added inability to meta-gamely know who goes next all the time I have no sympathy whatsoever.
Rolling 1d20+dex every turn and pre-declaring your actions does the vast majority of the work this system does in terms of encouraging a more random outcome that cyclical initiative does.
What is the negative aspect of including the dex mod?And, removing the dex mod and just having it be a straight 1d20 roll accomplishes some of the other work.
That's actually what I'd prefer, hence my suggestions of having movement add +1 to initiative per x-distance moved rather than just adding a random roll.
I don't at all mind there being some means of altering your declared action (in particular, something as simple as retargeting a spell or missile) if your initially-declared action no longer makes sense, and think this needs to be written in somehow (though with rather strict limits, to prevent abuses).
I'm sure you recognize that you are essentially trading one awful metagame aspect for another, right?
No worries. I was referring to a trend that I saw in my trial runs of this initiative system: the players were gaming the initiative system. So while it lacked the meta-game element of players knowing and planning around known turn orders, it did shift the meta-gaming towards the players creating a front-loaded plan of attack and reducing the use of character options to maintain low initiative rolls. While the experiences will vary between tables, for my table this new system generated less roleplaying and more combat-oriented metagaming than the previous one.Sorry, blonde moment here, which metagame aspect are you referring to? Rolling initiative every round?
What is the negative aspect of including the dex mod?
Problem is, D&D does take combat turns no matter which system you choose: the default or the Mearlsian one. Furthermore, D&D combat already assumes that you are constantly doing what you can to survive a combat round, even if it's not your turn. You are "avoiding" hits when the foe fails to hit, and you are looking for your next opportunity to make a hit.
Not quite. To follow on with your example, you declared your action for the round was to cast lightning bolt and rolled 7 init., +3 for a 3rd level spell, so resolving on 10. Once 7 comes around and you start casting (yes, the +3 represents your casting time, or certainly should) you're committed to the casting - and can be interrupted during this time.So for instance, your Lightningbolt (level 3 spell, so +3 to initiative - using this houserule) is going off on 10 after the roll and all modifiers, but opponent A (whom you were targetting) dies on 8. On 9 initiative you retarget your Lightingbolt to opponent B. i.e 9 +3 = 12
So now you act on 12 as opposed to 10. You thinking something along those lines?
That's an interesting - and I must say, rather unexpected - observation.Aldarc said:No worries. I was referring to a trend that I saw in my trial runs of this initiative system: the players were gaming the initiative system. So while it lacked the meta-game element of players knowing and planning around known turn orders, it did shift the meta-gaming towards the players creating a front-loaded plan of attack and reducing the use of character options to maintain low initiative rolls. While the experiences will vary between tables, for my table this new system generated less roleplaying and more combat-oriented metagaming than the previous one.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.