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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="stoopski" data-source="post: 7715556" data-attributes="member: 6882071"><p>How about that depending on the action(s) you took this round, you roll the dice according to M. Mearls rules, but only after you take your turn. Then you add this to your current initiative.</p><p></p><p></p><p>Initiative order never resets to 0, it just increases.</p><p>A round is then not when everybody acted, but whenever it's your turn again.</p><p></p><p></p><p>So for example, When first initiative comes in, everyone rolls 1d20 - DEX mod, lowest goes first.</p><p>Let's say I roll 18.</p><p>If I attack with a Shortsword I roll a d8, and get a 4.</p><p>I would add a standard "6" to any action to space it out and help average out between different types of actions.</p><p>So I would then act again at initiative 28.</p><p></p><p></p><p>What is neat is that you make this roll AFTER your action so you don't have to know in advance what to do, and it does not slow down the combat as the next player's turn may already start.</p><p></p><p>On the other hand, it might unbalance faster actions that will now act more frequently than slower actions throwing out the whole math of the system... That's why adding the standard 6 to any action might help balance it out.</p></blockquote><p></p>
[QUOTE="stoopski, post: 7715556, member: 6882071"] How about that depending on the action(s) you took this round, you roll the dice according to M. Mearls rules, but only after you take your turn. Then you add this to your current initiative. Initiative order never resets to 0, it just increases. A round is then not when everybody acted, but whenever it's your turn again. So for example, When first initiative comes in, everyone rolls 1d20 - DEX mod, lowest goes first. Let's say I roll 18. If I attack with a Shortsword I roll a d8, and get a 4. I would add a standard "6" to any action to space it out and help average out between different types of actions. So I would then act again at initiative 28. What is neat is that you make this roll AFTER your action so you don't have to know in advance what to do, and it does not slow down the combat as the next player's turn may already start. On the other hand, it might unbalance faster actions that will now act more frequently than slower actions throwing out the whole math of the system... That's why adding the standard 6 to any action might help balance it out. [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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