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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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<blockquote data-quote="Lanefan" data-source="post: 7715729" data-attributes="member: 29398"><p>Some variant ideas:</p><p></p><p>First off, for this to work you have to allow simultaneous initiatives! If three different participants in a combat all have a '4' initiative then they all act on a 4.</p><p></p><p>Second: instead of a different die for casting, go old school and give each spell a casting time in segments, 8 to a round. </p><p></p><p>And now, most things can use d8 for initiative (low goes first), with no bonus/penalty for dexterity (dex already has enough going for it):</p><p></p><p>Ranged: d6 (I think d4 is a bit too generous) with each shot (if you get more than one) getting its own separate different initiative (you can't shoot twice on the same init.)</p><p>Melee: d8 with each attack* (if you get more than one) getting its own separate different initiative (you can't attack twice on the same init.)</p><p>Spell: d8 + casting time of spell**</p><p>Movement: add 1 to the roll for each x feet of movement, where x is based on your move rate</p><p></p><p>* - exception: if using two weapons they can attack at the same time.</p><p>** - the casting time (the segments between your actual roll and your adjusted roll) is when you can be interrupted; side effect: reins in casters a bit</p><p></p><p>And this could be squashed down even further if one likes: 6-segment rounds, ranged d4, everything else d6.</p><p></p><p>This is very, very close to what I've used for 30+ years - the d6 variant, only without the different die for ranged - ignoring some corner cases and exceptions. The only difference in mine is that high goes first: we resolve all the 6's, then the 5's, and so on down to 1's.</p><p></p><p>And yes, sometimes you (or an opponent) might miss two actions in a row due to a spell while other times you (or it) will miss none. Tough. Deal with it. <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><p></p><p>Lan-"can't see the forest for the fog of war"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7715729, member: 29398"] Some variant ideas: First off, for this to work you have to allow simultaneous initiatives! If three different participants in a combat all have a '4' initiative then they all act on a 4. Second: instead of a different die for casting, go old school and give each spell a casting time in segments, 8 to a round. And now, most things can use d8 for initiative (low goes first), with no bonus/penalty for dexterity (dex already has enough going for it): Ranged: d6 (I think d4 is a bit too generous) with each shot (if you get more than one) getting its own separate different initiative (you can't shoot twice on the same init.) Melee: d8 with each attack* (if you get more than one) getting its own separate different initiative (you can't attack twice on the same init.) Spell: d8 + casting time of spell** Movement: add 1 to the roll for each x feet of movement, where x is based on your move rate * - exception: if using two weapons they can attack at the same time. ** - the casting time (the segments between your actual roll and your adjusted roll) is when you can be interrupted; side effect: reins in casters a bit And this could be squashed down even further if one likes: 6-segment rounds, ranged d4, everything else d6. This is very, very close to what I've used for 30+ years - the d6 variant, only without the different die for ranged - ignoring some corner cases and exceptions. The only difference in mine is that high goes first: we resolve all the 6's, then the 5's, and so on down to 1's. And yes, sometimes you (or an opponent) might miss two actions in a row due to a spell while other times you (or it) will miss none. Tough. Deal with it. :) Lan-"can't see the forest for the fog of war"-efan [/QUOTE]
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[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
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