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DEX based initiative
Posted: Fri Apr 22, 2011 1:49 am
by Tadhg
Hail Crusaders!
Have any of you Castle Keepers used a DEX based initiative system?
I'm seriously considering this a la BD&D Holmes.
Thanks.

Re: DEX based initiative
Posted: Fri Apr 22, 2011 1:58 am
by Breakdaddy
I've done 1d10+Dex Bonus before. Works fine. Honestly, it seems like initiative doesn't normally matter all that much over the course of most encounters except at level 1 where you could get put out of the fight before it begins so I normally don't bother with anything more than a d6 roll.
Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:03 am
by serleran
I enjoy the chaos that comes with random initiative and like to discourage the desire to "need" high stats so I have not really though about it, as presented. But, I do like to take into account the description of a character's actions before even rolling -- sometimes, initiative is not even needed.
Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:44 am
by Tadhg
Breakdaddy wrote:I've done 1d10+Dex Bonus before. Works fine. Honestly, it seems like initiative doesn't normally matter all that much over the course of most encounters except at level 1 where you could get put out of the fight before it begins so I normally don't bother with anything more than a d6 roll.
Good point, thanks brother!

Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:45 am
by Tadhg
serleran wrote:I enjoy the chaos that comes with random initiative and like to discourage the desire to "need" high stats so I have not really though about it, as presented. But, I do like to take into account the description of a character's actions before even rolling -- sometimes, initiative is not even needed.
Ahh, another good point . . "chaos" & "randomness", always important in a C&C game.

Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:48 am
by Tadhg
What about INT as a initiative factor?
And, what are your thoughts with regard to spellcasters having a nice DEX attribute - thus the idea that they can save a lot of fighting and possible HP reduction in an encounter?

Re: DEX based initiative
Posted: Fri Apr 22, 2011 5:03 am
by Traveller
Rhuvein wrote:Hail Crusaders!
Have any of you Castle Keepers used a DEX based initiative system?
I'm seriously considering this a la BD&D Holmes.
Thanks.

It's in my house rules, lifted straight out of Holmes. I prefer it over standard initiative systems because the way I interpret the Holmes' initiative system, it's an individual initiative system rather than a group initiative system. Of course more paperwork is involved, but that is the price I pay for my interpretation.
Re: DEX based initiative
Posted: Fri Apr 22, 2011 1:21 pm
by Breakdaddy
Well, I have mixed feelings about tying ANY attribute to anything that is rolled often enough. For example... when I first started running C&C hot off the heels of my D&D 3.5e game, I used a wis SIEGE roll for "spot checks". Well, as you might imagine, our cleric was a super-spotter but our Ranger (with no WIS prime) couldn't spot a herd of Moose in a wide open glade. I quickly recanted this rule and went for a different method of determining PC chance to spot things. Also, if you add INT, DEX or any mods to Initiative rolls, you will run into the problem of so many monsters having "physical" primes, which means +6 to the roll automatically. Even if you don't count Prime attributes, how would one determine the base attribute bonus for any given creature? You could arbitrarily assign it, sure, but it seems to add more bookkeeping which doesn't add much to the game, IMHO. YMMV!
Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:44 pm
by Omote
For the same reasons Brek-a-diddy mentions, I do not like to add anything it the Initiative roll. Though it makes a certain amount of sense to do so, I find that adding to the initiative score in some other way works better. For example, in my games I have magic items that add to the initiative score, and magic items that give you a static score (no need to roll). This adds a certain tactical aspect to the game, particularly when combined with the combat maneuvers from the CKG. We've been using this method for a while now, and though it makes combat more tactical, it really doesn't play that much slower.
~O
Re: DEX based initiative
Posted: Fri Apr 22, 2011 2:48 pm
by clavis123
I use d20 + Dex Modifier to determine which side in a conflict has the initiative. The PCs can designate any party member to roll initiative for the group, so usually they pick the one with the highest Dex. I do likewise for the opposing side. After party initiative is determined, individuals act in order of highest to lowest Dexterity.
Re: DEX based initiative
Posted: Fri Apr 22, 2011 3:06 pm
by Relaxo
The only thing I ever liked to add to initiative rolls was weapon speed and casting time. this was a 2nd ed rule that made a lot of sense to me, and also made it "worthwhile" to use short sword instead of 2 hand sword... (carve up that baddy before they can swing their sword at all!)
in C&C most spells are casting time 1 or longer than one round, so you'd have to maybe use the level as an initiative modifier.
the older I get, the more I'm like, screw it, have both sides roll the same die and just go with whatever is higher LOL.
Re: DEX based initiative
Posted: Mon Apr 25, 2011 3:02 am
by mordrene
Now that the savage rules has infected my brain like the fungus that creates zombie ants, i really want to try the savage worqlds init with a deck of cards. Its something different yet random ad a base die. Also the added joker giving an extre something could be cool.
Re: DEX based initiative
Posted: Mon Apr 25, 2011 11:36 am
by Geleg
I let everyone roll d10+dex mod for intitiative. I roll the same for each group of monsters. In the case of really large combats I might just impose a party initiative roll to keep things sane.
Re: DEX based initiative
Posted: Mon Apr 25, 2011 1:56 pm
by Breakdaddy
Omote wrote:For the same reasons Brek-a-diddy mentions, I do not like to add anything it the Initiative roll. Though it makes a certain amount of sense to do so, I find that adding to the initiative score in some other way works better. For example, in my games I have magic items that add to the initiative score, and magic items that give you a static score (no need to roll). This adds a certain tactical aspect to the game, particularly when combined with the combat maneuvers from the CKG. We've been using this method for a while now, and though it makes combat more tactical, it really doesn't play that much slower.
~O
See, that's pretty cool. I could see a whole new class of clutch items (magical or non) that add to your initiative roll. Boots of Nikeness, HERE I COME! Anyone got an extra pair of sandals of Reebokery laying around???
Re: DEX based initiative
Posted: Mon Apr 25, 2011 4:18 pm
by serleran
I, too, like magic items that modify the "unimportant" elements of a character, like encumbrance (which I don't use), initiative, or even mundane non-class "skills" such as "OK, with this miniature hammer, you have the skills of an expert blacksmith." The more tiny things you can do, the more interesting magic becomes... to me.
Re: DEX based initiative
Posted: Mon Apr 25, 2011 7:03 pm
by Mark Hall
I go with d10-dex bonus, myself. It gives the PCs a bit of an advantage (since most monsters don't have a dex bonus), but also makes fights against humanoids a bit more important (since they have the dex bonus).