Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Which stat for init?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jcrowland" data-source="post: 5883805" data-attributes="member: 6685406"><p>Well, Random die (no stat) is fine for initiative...I wouldn't storm away from 5E in a hissy fit. However, I like the idea of having a character that reacts sooner due to inherent abilities.</p><p></p><p>I think Dex-based initiative assumes everyone "perceives" a combat has begun and is physically reacting to it. Being "Flat-Footed" fits this concept well. Two opposing patrols stumble out of the woods into a clearing. Everyone sees the enemy. The question is who shoots first? The best reflexes, that's who. Same in a gunslinger firefight. The Fight is a forgone conclusion.</p><p></p><p>In a Wis-based initiative (or int, but I think wis fits better), its not reacting to an obvious threat quicker, its about recognizing the threat in the first place. A great example is Han vs. Greedo. While certainly a tense and threatening situation, it was not a foregone conclusion that this was a case of "enemy! kill it!" and you had to have good reflexes to get the drop. Here, you had to perceive when the possible threat becomes a certain threat. Greedo certainly failed that wis-based roll (yes, Han shot first!)</p><p></p><p>Now having both types in the game might be a bit too much. But you could:</p><p></p><p>a) Have DMs ask for wis or dex based init checks based on the situation (ie characters have both)</p><p></p><p>or</p><p></p><p>b) Characters have one init based on class, such as dex for fighters and rogues and wis for Wizards and Clerics.</p><p></p><p>or </p><p></p><p>c) Characters Choose Dex or Wis based init at character creation.</p><p></p><p></p><p>I prefer a)</p><p></p><p>The wis cleric knows when talking is about to stop and the killing begins while the clueless fighter is still yawning over all the words. The Dex rogue reacts fastest to the sudden appearances of enemies in an ambush* while the wizard tries to dive left, dive right, and back up all at the same time before finally pulling out spell components, thereby reacting slower.</p><p></p><p>* as an aside, I prefer ambushers get a +10 to initiative when the ambushed fail a perception/spot check rather than a "surprise" round. A High dex, Improved Initiative Rogue may very well get the jump on the ambushers even if the rogue failed to spot them. While a very specific situation, its one of those things make initiative "fun" for a player when its actually based on the character build rather than a random turn order. </p><p></p><p>** another aside, initiative after the first round becomes essentially a static turn order (ignoring the delay or ready actions). This is where the argument for a simple static init is strongest. However, introduction of a mechanism to make Ready and Delay key off the initiative stat (dex or wis) or a new mechanism such as "fatigue", certainly makes things more interesting (as well as complex). Imagine spells or powers could move initiative down from fatigue.</p><p>At-will: no effect</p><p>Encounter: a 5-dex initiative drop</p><p>Daily: a 10-dex initiative drop</p><p>Haste Spell: a 10 initiative gain</p><p>Quicken Meta-magic: a 5 initiative gain on quickened spells</p><p></p><p>I know, complex, too much, whats the point. Not trying to write a new rule set, just pointing out *how* initiative can be made to matter after the first round.</p></blockquote><p></p>
[QUOTE="jcrowland, post: 5883805, member: 6685406"] Well, Random die (no stat) is fine for initiative...I wouldn't storm away from 5E in a hissy fit. However, I like the idea of having a character that reacts sooner due to inherent abilities. I think Dex-based initiative assumes everyone "perceives" a combat has begun and is physically reacting to it. Being "Flat-Footed" fits this concept well. Two opposing patrols stumble out of the woods into a clearing. Everyone sees the enemy. The question is who shoots first? The best reflexes, that's who. Same in a gunslinger firefight. The Fight is a forgone conclusion. In a Wis-based initiative (or int, but I think wis fits better), its not reacting to an obvious threat quicker, its about recognizing the threat in the first place. A great example is Han vs. Greedo. While certainly a tense and threatening situation, it was not a foregone conclusion that this was a case of "enemy! kill it!" and you had to have good reflexes to get the drop. Here, you had to perceive when the possible threat becomes a certain threat. Greedo certainly failed that wis-based roll (yes, Han shot first!) Now having both types in the game might be a bit too much. But you could: a) Have DMs ask for wis or dex based init checks based on the situation (ie characters have both) or b) Characters have one init based on class, such as dex for fighters and rogues and wis for Wizards and Clerics. or c) Characters Choose Dex or Wis based init at character creation. I prefer a) The wis cleric knows when talking is about to stop and the killing begins while the clueless fighter is still yawning over all the words. The Dex rogue reacts fastest to the sudden appearances of enemies in an ambush* while the wizard tries to dive left, dive right, and back up all at the same time before finally pulling out spell components, thereby reacting slower. * as an aside, I prefer ambushers get a +10 to initiative when the ambushed fail a perception/spot check rather than a "surprise" round. A High dex, Improved Initiative Rogue may very well get the jump on the ambushers even if the rogue failed to spot them. While a very specific situation, its one of those things make initiative "fun" for a player when its actually based on the character build rather than a random turn order. ** another aside, initiative after the first round becomes essentially a static turn order (ignoring the delay or ready actions). This is where the argument for a simple static init is strongest. However, introduction of a mechanism to make Ready and Delay key off the initiative stat (dex or wis) or a new mechanism such as "fatigue", certainly makes things more interesting (as well as complex). Imagine spells or powers could move initiative down from fatigue. At-will: no effect Encounter: a 5-dex initiative drop Daily: a 10-dex initiative drop Haste Spell: a 10 initiative gain Quicken Meta-magic: a 5 initiative gain on quickened spells I know, complex, too much, whats the point. Not trying to write a new rule set, just pointing out *how* initiative can be made to matter after the first round. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Which stat for init?
Top