Something I have thought of a few months ago, but I keep forgetting to write about. If you want to add a small layer of variance in your d20 initiative system, but still want the predictability of a tracked initiative list, you might be interested in this.
When rolling initiative, create two sets of initiative track for combat, one for odd-numbered rounds and another for even-numbered rounds. For the odd-numbered rounds of combat, add Dexterity modifier to the initiative roll to determine the result. For the even-numbered rounds of combat, add Intelligence modifier to the roll. Note that each combatant still rolls one initiative roll, they just have a different ability modifier for the two tracks of initiative. Any additional modifiers from other sources (features, feats, spells, etc) still apply to all rounds.
Why do this?
1. A chance for Int-based characters to act fast, after seeing the first round. A good way to promote anticipatory play from people who likes to see what others do first, but wants to act fast the next round.
2. A rather dynamic fighting experience, reflecting combatants' abilities. Beasts/monsters with high Dex but low Int will act ferociously but reacts poorly after the first round. Lich or Squidfaces with low Dex but high Int will act slow, waiting for players to make their moves, then put their anticipatory actions into play the next round.
3. Pushes people to create variance with their play. Since it is possible some combatants can act late this round but act faster the next round, they can do setup plays and chain movements with their own actions.
4. Still keep things relatively predictable.
What to expect:
1. Creatures with a big difference with their Dex and Int will have long and short rounds.
2. Creatures with little to no difference with their Dex and Int will act predictably in the initiative track, making them more reliable.
3. Since initiative will still be a d20 roll, a really high roll is enough to mitigate the Dex-Int difference, but a low roll can hamper your initiative order.
4. Because of #3, there is a chance that there's not a lot of difference between the two initiative tracks. Which is intended. It's not supposed to be a radical change.
Possible hacks to this hack:
1. Make the d20 roll separate for each initiative track (even and odd rounds). It will create a big difference between two initiative tracks, but making the modifiers different for each round seems moot given how strong the influence of the base roll is to the result. It will also make the game more chaotic. The #1 entry in What to Expect will be a more pronounced result.
2. Change Int into Wis for even-numbered rounds, if you value intuition more as an initiative factor than anticipatory and analytic thinking. Clerics and Druids would act faster every even-numbered round, and Monks would be more reliable in turn order.
3. If you're using a d20 system with no Dex or Int, just pattern it as such: use physical quickness/agility for odd-numbered rounds, then use mental acuity for even-numbered rounds.
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It's another initiative-related post, so have a google image search again. |
When rolling initiative, create two sets of initiative track for combat, one for odd-numbered rounds and another for even-numbered rounds. For the odd-numbered rounds of combat, add Dexterity modifier to the initiative roll to determine the result. For the even-numbered rounds of combat, add Intelligence modifier to the roll. Note that each combatant still rolls one initiative roll, they just have a different ability modifier for the two tracks of initiative. Any additional modifiers from other sources (features, feats, spells, etc) still apply to all rounds.
Why do this?
1. A chance for Int-based characters to act fast, after seeing the first round. A good way to promote anticipatory play from people who likes to see what others do first, but wants to act fast the next round.
2. A rather dynamic fighting experience, reflecting combatants' abilities. Beasts/monsters with high Dex but low Int will act ferociously but reacts poorly after the first round. Lich or Squidfaces with low Dex but high Int will act slow, waiting for players to make their moves, then put their anticipatory actions into play the next round.
3. Pushes people to create variance with their play. Since it is possible some combatants can act late this round but act faster the next round, they can do setup plays and chain movements with their own actions.
4. Still keep things relatively predictable.
What to expect:
1. Creatures with a big difference with their Dex and Int will have long and short rounds.
2. Creatures with little to no difference with their Dex and Int will act predictably in the initiative track, making them more reliable.
3. Since initiative will still be a d20 roll, a really high roll is enough to mitigate the Dex-Int difference, but a low roll can hamper your initiative order.
4. Because of #3, there is a chance that there's not a lot of difference between the two initiative tracks. Which is intended. It's not supposed to be a radical change.
Possible hacks to this hack:
1. Make the d20 roll separate for each initiative track (even and odd rounds). It will create a big difference between two initiative tracks, but making the modifiers different for each round seems moot given how strong the influence of the base roll is to the result. It will also make the game more chaotic. The #1 entry in What to Expect will be a more pronounced result.
2. Change Int into Wis for even-numbered rounds, if you value intuition more as an initiative factor than anticipatory and analytic thinking. Clerics and Druids would act faster every even-numbered round, and Monks would be more reliable in turn order.
3. If you're using a d20 system with no Dex or Int, just pattern it as such: use physical quickness/agility for odd-numbered rounds, then use mental acuity for even-numbered rounds.
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