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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="malcolm_n" data-source="post: 7715611" data-attributes="member: 63154"><p>I've read through a few ideas here, compared to the OP, and I like a bit of a hybrid of them. Something like:</p><p></p><p>Use whatever dice you're going to assign. First round of combat is standard. Everybody gets 1d20 + initiative as per normal rules because everybody is just starting. As each person ends their turn, they roll their new initiative based on the dice assigned and the actions they took that round. I moved and attacked with my dagger, so next round my initiative is 1d6 + 1d8. Lowest initiative still goes first on subsequent rounds.</p><p></p><p>1) things like Thieves' Reflexes still work because the first round of combat acts normally. Also, the thief would only roll initiative based on their largest set of actions (so they can't hose it by just moving on the second time around). Alert would still work too, since that also only affects primary initiative of +5.</p><p></p><p>2) "Stunning" or otherwise removing actions from something just means it doesn't act during its groups' initiative. If all orcs but Acdac go at initiative 7 this round, then roll 12 for next round, he goes on initiative 12 next round. If it's a solo monster, it rolls initiative on the next round as a flat d10 with no modifiers. In the case of ambushes, the first round goes to those performing the ambush, then initiative starts as flat d10 for everybody caught by surprise.</p><p></p><p>I may well try this out in our next session. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="malcolm_n, post: 7715611, member: 63154"] I've read through a few ideas here, compared to the OP, and I like a bit of a hybrid of them. Something like: Use whatever dice you're going to assign. First round of combat is standard. Everybody gets 1d20 + initiative as per normal rules because everybody is just starting. As each person ends their turn, they roll their new initiative based on the dice assigned and the actions they took that round. I moved and attacked with my dagger, so next round my initiative is 1d6 + 1d8. Lowest initiative still goes first on subsequent rounds. 1) things like Thieves' Reflexes still work because the first round of combat acts normally. Also, the thief would only roll initiative based on their largest set of actions (so they can't hose it by just moving on the second time around). Alert would still work too, since that also only affects primary initiative of +5. 2) "Stunning" or otherwise removing actions from something just means it doesn't act during its groups' initiative. If all orcs but Acdac go at initiative 7 this round, then roll 12 for next round, he goes on initiative 12 next round. If it's a solo monster, it rolls initiative on the next round as a flat d10 with no modifiers. In the case of ambushes, the first round goes to those performing the ambush, then initiative starts as flat d10 for everybody caught by surprise. I may well try this out in our next session. :) [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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