Mark Hope
Hero
Torg. Mmmmm. Teh awesome
.
I am running a house-ruled Mage: the Ascension chronicle at the moment. Initiative is determined by totalling each character's dots in Dexterity and Wits. Highest total goes first, but characters can delay if they want to.
The core rules actually suggest adding a single d10 roll to each Initiative total, but we can't be arsed with that. Too many damn dice in WoD games as it is! So we just go with static initiative. Works nicely and keeps the game flowing along smoothly.
In my homebrew (Pathfinder) we used the standard D&D3 initiative rules: roll d20 and add any applicable modifiers. But we do so at the end of the preceding combat and use that total for the next combat that comes along. That way we can move smoothly into combat without having to stop to "roll for initiative". This also means that, when we are setting the session up, all the players roll for initiative for whenever the first combat of the night breaks out (assuming there even is one). This makes for a fun opener to the session - rolling well or poorly means that you have something to look forward to (or dread) later on in the evening

I am running a house-ruled Mage: the Ascension chronicle at the moment. Initiative is determined by totalling each character's dots in Dexterity and Wits. Highest total goes first, but characters can delay if they want to.
The core rules actually suggest adding a single d10 roll to each Initiative total, but we can't be arsed with that. Too many damn dice in WoD games as it is! So we just go with static initiative. Works nicely and keeps the game flowing along smoothly.
In my homebrew (Pathfinder) we used the standard D&D3 initiative rules: roll d20 and add any applicable modifiers. But we do so at the end of the preceding combat and use that total for the next combat that comes along. That way we can move smoothly into combat without having to stop to "roll for initiative". This also means that, when we are setting the session up, all the players roll for initiative for whenever the first combat of the night breaks out (assuming there even is one). This makes for a fun opener to the session - rolling well or poorly means that you have something to look forward to (or dread) later on in the evening

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