Weapon Speeds and Initiative

Well, looks like this house rule got hashed out pretty well--nice suggestion, BTW, Jack.

On the off-chance that anyone is looking for something a bit different (and because I'm a bit bored ;) )...

I do away with initiative die rolls in my Basic D&D campaign--except in important duels, etc--and, instead, use fixed initiative values that can be written down on character sheets beforehand.

Movement Initiative Value: DEX-APs

Melee Initiative Value: DEX-Weapon Speed+Magical Bonus

Missile Initiative Value: DEX

Spell Casting Initiative: DEX-(2xSpell Lvl)

--High value acts first.

--PCs may raise their Melee or Missile Values by 1 point per additional point of penalty to their attack roll.

--Spellcasters may raise their Spell Casting Initiative by 1 point per additional 5% chance of spell failure.

--Longer weapons always strike first when closing or charging.

--Against very long weapons (pikes, etc) a combatant is considered to have closed if: a) He has survived his charge, or b) he has rolled successfully to hit (i.e. he has cautiously closed with his foe). Once closed with, the wielder of a very long weapon may not attack unless he manages to open the range--time to pull out the old katzenbalger!

Anywho, just my antiquated take on things :)
 

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