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What do you want in the revised DMG?
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<blockquote data-quote="DND_Reborn" data-source="post: 8498681" data-attributes="member: 6987520"><p>No problem. I've posted about it before but here it goes:</p><p></p><p>1. Each character's "turn" is broken up into the separate actions they take.</p><p>2. You roll d20 + (DEX, INT, or WIS modifier) + features/feat for Initiative for your FIRST action.</p><p>3. After resolving your FIRST action, your roll d20 (NO MODIFIERS AT ALL!) for your SECOND action. If the new roll is equal to or greater than your current FIRST roll, you act immediately. If it is lower, you act on the new roll.</p><p>4. Repeat until you run out of actions. (Movement--which can be broken up, Action, Bonus action).</p><p>5. Simultaneous rolls/actions can be resolved in simple to complex fashion, as your group desires.</p><p></p><p>Notes:</p><p></p><p>A. If you have Extra Attack (or Multiattack) each attack is its own action.</p><p>B. Movement is used until your Speed is gone. So, if you move 10 feet to engage a creature as your action, you still have 20 feet remaining for later actions in the round.</p><p>C. Reactions are resolved as normal.</p><p></p><p>Benefits:</p><p></p><p>1. By breaking up each player's turn, the actions seem to create the narrative. For an example (with Initiative totals preceding) see the spoilers. <strong>Note:</strong> This is a pretty linear example, but in the game the distribution of actions can create very vivid scenes!</p><p></p><p>[spoiler="Example with normal Initiative"]</p><p><strong>Initiative rolls:</strong></p><p><span style="color: rgb(243, 121, 52)">Player A</span>: 22</p><p><span style="color: rgb(41, 105, 176)">Player B</span>: 19</p><p><span style="color: rgb(65, 168, 95)">Monster A</span>: 14</p><p><span style="color: rgb(85, 57, 130)">Monster B</span>: 1</p><p></p><p><span style="color: rgb(251, 160, 38)">Player A moves to engage Monster A, and attacks. </span></p><p><span style="color: rgb(41, 105, 176)">Player B attacks Monster A, then moves into better position.</span></p><p><span style="color: rgb(65, 168, 95)">Monster A multiattacks Player A.</span></p><p><span style="color: rgb(85, 57, 130)">Monster B moves to engage Player B, and attacks.</span></p><p></p><p>Roll first Initiative for round 2.</p><p></p><p>Here, once Player A has gone, he as really nothing to do until the round is over and must wait for Player B and the DM to resolve everything else.</p><p></p><p>It also seems very much herky-jerky IMO instead of flowing from one action to the next. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> </p><p>[/spoiler]</p><p></p><p>[spoiler="Same example with Cinematic"]</p><p><strong>Initial rolls:</strong></p><p><span style="color: rgb(243, 121, 52)">Player A</span>: 22</p><p><span style="color: rgb(41, 105, 176)">Player B</span>: 19</p><p><span style="color: rgb(65, 168, 95)">Monster A</span>: 14</p><p><span style="color: rgb(85, 57, 130)">Monster B</span>: 1</p><p></p><p>22 = <span style="color: rgb(251, 160, 38)">Player A moves to engage Monster A</span><span style="color: rgb(235, 107, 86)">.</span> <em>Rolls for second action (12)</em></p><p>19 = <span style="color: rgb(41, 105, 176)">Player B attacks Monster A with longbow</span>. <em>Rolls for second action (3)</em></p><p>14 = <span style="color: rgb(65, 168, 95)">Monster A attacks Player A.</span> <em>Rolls for multiattack (18)</em></p><p>18 (<em>is equal to or better than 14 so acts immediately</em>) = <span style="color: rgb(65, 168, 95)">Monster A attacks Player A with multiattack</span>. <em>Rolls for third action (1)</em></p><p>12 = <span style="color: rgb(251, 160, 38)">Player A attacks Monster A</span>. <strong>No bonus action or speed remaining, no further action, round over.</strong></p><p>3 = <span style="color: rgb(41, 105, 176)">Player B moves to a better position.</span> <strong>No bonus action or speed remaining, no further action, round over.</strong></p><p>1 = <span style="color: rgb(85, 57, 130)">Monster B moves to engage Player B.</span> <em>Rolls for second action (17)</em></p><p>17 (<em>is equal to or better than 1 so acts immediately</em>) = <span style="color: rgb(85, 57, 130)">Monster B attacks Player B.</span> <strong>No bonus action or speed remaining, no further action, round over.</strong></p><p>1 = <span style="color: rgb(65, 168, 95)">Monster A attacks Player A with multiattack.</span> <em>Rolls for fourth action (14) because it has speed remaining.</em> <strong>The monster will not move, so the round is over.</strong></p><p></p><p>Roll first Initiative for round 2.</p><p></p><p>IMO here we see more of a flow of action as one action moves into the next. A sense of excitement is generated when you read just the actions:</p><p></p><p><span style="color: rgb(251, 160, 38)">Player A moves to engage Monster A</span><span style="color: rgb(235, 107, 86)">.</span></p><p><span style="color: rgb(41, 105, 176)">Player B attacks Monster A with longbow</span>.</p><p><span style="color: rgb(65, 168, 95)">Monster A attacks Player A.</span></p><p><span style="color: rgb(65, 168, 95)">Monster A attacks Player A with multiattack.</span></p><p><span style="color: rgb(251, 160, 38)">Player A attacks Monster A</span>.</p><p><span style="color: rgb(41, 105, 176)">Player B moves to a better position.</span></p><p><span style="color: rgb(85, 57, 130)">Monster B moves to engage Player B.</span></p><p><span style="color: rgb(85, 57, 130)">Monster B attacks Player B.</span></p><p><span style="color: rgb(65, 168, 95)">Monster A attacks Player A with multiattack.</span></p><p>[/spoiler]</p><p></p><p>2. Players are more engaged because they don't resolve everything for their character in one turn. This is a BIG benefit IMO.</p><p></p><p>Anyway, here is the original thread during its inception over a year ago, but it has been revised slightly since then, but the general nuance has remained the same.</p><p></p><p>[URL unfurl="true"]https://www.enworld.org/threads/cinematic-initiative-variant-civ.676831/[/URL]</p><p></p><p>Strangely enough, [USER=29398]@Lanefan[/USER], you were the first to comment on 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>Other house-rules have added complexity over time, but also allows for more tactical play. Someday I might right up a more robust description.</p><p></p><p>FWIW, it you are perfectly happy with initiative in 5E, this probably isn't for you. I devised it to make the action in the game more narrate itself by the order of what actions happen when. As I've said, we've been using it and refining it for over a year now, and personally I would hate to go back to the normal initiative of resolving all a creature's actions at once.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8498681, member: 6987520"] No problem. I've posted about it before but here it goes: 1. Each character's "turn" is broken up into the separate actions they take. 2. You roll d20 + (DEX, INT, or WIS modifier) + features/feat for Initiative for your FIRST action. 3. After resolving your FIRST action, your roll d20 (NO MODIFIERS AT ALL!) for your SECOND action. If the new roll is equal to or greater than your current FIRST roll, you act immediately. If it is lower, you act on the new roll. 4. Repeat until you run out of actions. (Movement--which can be broken up, Action, Bonus action). 5. Simultaneous rolls/actions can be resolved in simple to complex fashion, as your group desires. Notes: A. If you have Extra Attack (or Multiattack) each attack is its own action. B. Movement is used until your Speed is gone. So, if you move 10 feet to engage a creature as your action, you still have 20 feet remaining for later actions in the round. C. Reactions are resolved as normal. Benefits: 1. By breaking up each player's turn, the actions seem to create the narrative. For an example (with Initiative totals preceding) see the spoilers. [B]Note:[/B] This is a pretty linear example, but in the game the distribution of actions can create very vivid scenes! [spoiler="Example with normal Initiative"] [B]Initiative rolls:[/B] [COLOR=rgb(243, 121, 52)]Player A[/COLOR]: 22 [COLOR=rgb(41, 105, 176)]Player B[/COLOR]: 19 [COLOR=rgb(65, 168, 95)]Monster A[/COLOR]: 14 [COLOR=rgb(85, 57, 130)]Monster B[/COLOR]: 1 [COLOR=rgb(251, 160, 38)]Player A moves to engage Monster A, and attacks. [/COLOR] [COLOR=rgb(41, 105, 176)]Player B attacks Monster A, then moves into better position.[/COLOR] [COLOR=rgb(65, 168, 95)]Monster A multiattacks Player A.[/COLOR] [COLOR=rgb(85, 57, 130)]Monster B moves to engage Player B, and attacks.[/COLOR] Roll first Initiative for round 2. Here, once Player A has gone, he as really nothing to do until the round is over and must wait for Player B and the DM to resolve everything else. It also seems very much herky-jerky IMO instead of flowing from one action to the next. 🤷♂️ [/spoiler] [spoiler="Same example with Cinematic"] [B]Initial rolls:[/B] [COLOR=rgb(243, 121, 52)]Player A[/COLOR]: 22 [COLOR=rgb(41, 105, 176)]Player B[/COLOR]: 19 [COLOR=rgb(65, 168, 95)]Monster A[/COLOR]: 14 [COLOR=rgb(85, 57, 130)]Monster B[/COLOR]: 1 22 = [COLOR=rgb(251, 160, 38)]Player A moves to engage Monster A[/COLOR][COLOR=rgb(235, 107, 86)].[/COLOR] [I]Rolls for second action (12)[/I] 19 = [COLOR=rgb(41, 105, 176)]Player B attacks Monster A with longbow[/COLOR]. [I]Rolls for second action (3)[/I] 14 = [COLOR=rgb(65, 168, 95)]Monster A attacks Player A.[/COLOR] [I]Rolls for multiattack (18)[/I] 18 ([I]is equal to or better than 14 so acts immediately[/I]) = [COLOR=rgb(65, 168, 95)]Monster A attacks Player A with multiattack[/COLOR]. [I]Rolls for third action (1)[/I] 12 = [COLOR=rgb(251, 160, 38)]Player A attacks Monster A[/COLOR]. [B]No bonus action or speed remaining, no further action, round over.[/B] 3 = [COLOR=rgb(41, 105, 176)]Player B moves to a better position.[/COLOR] [B]No bonus action or speed remaining, no further action, round over.[/B] 1 = [COLOR=rgb(85, 57, 130)]Monster B moves to engage Player B.[/COLOR] [I]Rolls for second action (17)[/I] 17 ([I]is equal to or better than 1 so acts immediately[/I]) = [COLOR=rgb(85, 57, 130)]Monster B attacks Player B.[/COLOR] [B]No bonus action or speed remaining, no further action, round over.[/B] 1 = [COLOR=rgb(65, 168, 95)]Monster A attacks Player A with multiattack.[/COLOR] [I]Rolls for fourth action (14) because it has speed remaining.[/I] [B]The monster will not move, so the round is over.[/B] Roll first Initiative for round 2. IMO here we see more of a flow of action as one action moves into the next. A sense of excitement is generated when you read just the actions: [COLOR=rgb(251, 160, 38)]Player A moves to engage Monster A[/COLOR][COLOR=rgb(235, 107, 86)].[/COLOR] [COLOR=rgb(41, 105, 176)]Player B attacks Monster A with longbow[/COLOR]. [COLOR=rgb(65, 168, 95)]Monster A attacks Player A. Monster A attacks Player A with multiattack.[/COLOR] [COLOR=rgb(251, 160, 38)]Player A attacks Monster A[/COLOR]. [COLOR=rgb(41, 105, 176)]Player B moves to a better position.[/COLOR] [COLOR=rgb(85, 57, 130)]Monster B moves to engage Player B. Monster B attacks Player B.[/COLOR] [COLOR=rgb(65, 168, 95)]Monster A attacks Player A with multiattack.[/COLOR] [/spoiler] 2. Players are more engaged because they don't resolve everything for their character in one turn. This is a BIG benefit IMO. Anyway, here is the original thread during its inception over a year ago, but it has been revised slightly since then, but the general nuance has remained the same. [URL unfurl="true"]https://www.enworld.org/threads/cinematic-initiative-variant-civ.676831/[/URL] Strangely enough, [USER=29398]@Lanefan[/USER], you were the first to comment on it. :) Other house-rules have added complexity over time, but also allows for more tactical play. Someday I might right up a more robust description. FWIW, it you are perfectly happy with initiative in 5E, this probably isn't for you. I devised it to make the action in the game more narrate itself by the order of what actions happen when. As I've said, we've been using it and refining it for over a year now, and personally I would hate to go back to the normal initiative of resolving all a creature's actions at once. [/QUOTE]
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