Weapon delays in d20 EQ

Actualy, someone hit upon a house rule I have been testing out for about a month now...

Basicly, I dropped the "initutate once", and went to "initative every round". You can still ready initiative to get an effective "20" to your initative roll next round, but it's without bonuses added... so you can still theoreticly get beat.

Then, I went down the list of weapons and added an initative bonus or penalty to each weapon. I considered longswords as the "base", with no penalty or bonus, and then worked from there.

It's still not QUITE perfect, but we (me and the players) are really liking it.
 

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Make sure you have spell effects last the correct amount of time, say from 4th place in initiative (when it happens to be cast) to 4th place in initiative.
 

Re: Re: Re: Weapon delays in d20 EQ

hong said:

I fail to see anything "lunatic" about rolling initiative once.

OK "lunacy" was a bit strong :D , but given the basic artificial structure of combat rounds, a system that imposes the same order of action every round isn't plausible enough IMO. I don't actually care about games being "realistic" (because they can't be) but they should be plausible and fixed initiative is to me implausible to the point of breaking my willing suspension of disbelief.

A fixed sequence, based on individual agility, fitness and weapon speed (a la RuneQuest's strike ranks) or a random sequence with mods for factors such as agility (the D&D variant I use with a roll every round) make far more sense to me.
 

Re: Re: Re: Re: Weapon delays in d20 EQ

Gallowglass said:
A fixed sequence, based on individual agility, fitness and weapon speed (a la RuneQuest's strike ranks) or a random sequence with mods for factors such as agility (the D&D variant I use with a roll every round) make far more sense to me.
Think of it as the Runequest version but with a random factor added at the start of combat to model reaction speed.
 

Re: Re: Re: Re: Re: Weapon delays in d20 EQ

Staffan said:

Think of it as the Runequest version but with a random factor added at the start of combat to model reaction speed.

Tried, but since RQ was specific in its model (Weapon Handiness, Users Reaction Speed, Users Reach and a variable amount each round for the users action) I can't see this mapping onto "d20 pluss reaction speed irrespective prety much of subsequent tactics...". Pluss, for the style of D&D (quick 'n' Dirty, pacey gaming) I prefer I like the d20 per round...
 

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