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Weapon Speeds and Initiative
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 103063" data-attributes="member: 1495"><p>Well, looks like this house rule got hashed out pretty well--nice suggestion, BTW, <strong>Jack</strong>.</p><p></p><p>On the off-chance that anyone is looking for something a bit different (and because I'm a bit bored <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )...</p><p></p><p>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. </p><p></p><p><strong>Movement Initiative Value:</strong> DEX-APs</p><p></p><p><strong>Melee Initiative Value:</strong> DEX-Weapon Speed+Magical Bonus</p><p></p><p><strong>Missile Initiative Value:</strong> DEX</p><p></p><p><strong>Spell Casting Initiative:</strong> DEX-(2xSpell Lvl)</p><p></p><p>--High value acts first.</p><p></p><p>--PCs may raise their Melee or Missile Values by 1 point per additional point of penalty to their attack roll.</p><p></p><p>--Spellcasters may raise their Spell Casting Initiative by 1 point per additional 5% chance of spell failure.</p><p></p><p>--Longer weapons always strike first when closing or charging.</p><p></p><p>--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!</p><p></p><p>Anywho, just my antiquated take on things <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="Thorvald Kviksverd, post: 103063, member: 1495"] Well, looks like this house rule got hashed out pretty well--nice suggestion, BTW, [b]Jack[/b]. 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. [b]Movement Initiative Value:[/b] DEX-APs [b]Melee Initiative Value:[/b] DEX-Weapon Speed+Magical Bonus [b]Missile Initiative Value:[/b] DEX [b]Spell Casting Initiative:[/b] 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 :) [/QUOTE]
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