Magic weapons or items that add a bonus to initiative. Sweet.
~O
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Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
How do you do initiative in YOUR game?
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VAE VICTUS!
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VAE VICTUS!
>> Omote's Advanced C&C stuff <<
- Breakdaddy
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My thing with initiative is that it so seldom makes a difference who goes first on any given round that it's almost counterproductive to add rules to make it more realistic IMO. My purely anecdotal experience with it is this: I used to use the entirely of the 2nd edition rules with speed factor and the whole nine for initiative. It was fun. Eventually we started looking at it and everyone just kind of agreed that it didnt make much of a difference most of the time. We ended up doing D10+ Dex bonus and called it a day. Nowadays its usually 1d6 group initiative but this varies.
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- LordSeurek
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Hmmm. Thought I posted on this already. Anywho, here is how I do Init in my game. This is copy/pasted from my HR doc on my thread:
INITIATIVE ROLLS: As characters become more experienced, they are able to react to circumstances that initiate an encounter roll. In addition to being able to react physically based on Dexterity, a character is able to use their minds to scan the situation and react accordingly. Thus, they can also use their Wisdom or Intelligence to add into the initiative roll. This will take some getting used to at the beginning of an encounter, but after awhile, players will be able to do this without much effort. At the beginning of an encounter, or whenever I deem an initiative roll needs to be done, roll a d10 and add the character's Dex modifier and the Wis/Int modifier (which ever is highest).
Note that this will be done for monsters and NPC's that you encounter. For any monster that does not include their ability level, it will be based on the creatures HD.
In the case if a tie, the higher dex wins / dex prime / roll straight d10 (In that order)
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INITIATIVE ROLLS: As characters become more experienced, they are able to react to circumstances that initiate an encounter roll. In addition to being able to react physically based on Dexterity, a character is able to use their minds to scan the situation and react accordingly. Thus, they can also use their Wisdom or Intelligence to add into the initiative roll. This will take some getting used to at the beginning of an encounter, but after awhile, players will be able to do this without much effort. At the beginning of an encounter, or whenever I deem an initiative roll needs to be done, roll a d10 and add the character's Dex modifier and the Wis/Int modifier (which ever is highest).
Note that this will be done for monsters and NPC's that you encounter. For any monster that does not include their ability level, it will be based on the creatures HD.
In the case if a tie, the higher dex wins / dex prime / roll straight d10 (In that order)
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Ace of Swords
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Ace of Swords wrote:
I went to simplified d6 per side init. saves so much time and i dont have to count from 10 to 1 every combat over and over.
More chance of 'ties' on init though. How do you break it?
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