Have any of you Castle Keepers used a DEX based initiative system?
I'm seriously considering this a la BD&D Holmes.
Thanks.
Good point, thanks brother!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.
Ahh, another good point . . "chaos" & "randomness", always important in a C&C game.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.
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.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.
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???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