The basic Idea is to move away from static initiative to a more dynamic system that views initiative as a resource that the player uses on their turn to do things. The first round everyone rolls for initiative like normal. Every other round each character starts with 20 initiative. Every time you use your action, bonus action, or reaction you use up some of your initiative. If you have multiple attacks when you use your action to attack you don't count the second attack against initiative. All weapon attacks are based on the “To Hit” roll that you need to do anyway. Spells take a set amount of initiative of 4 + (2 * the spells level). This is a fast system because there are no new dice that need to be rolled. It does add some new record keeping by the DM but, I don't think its that bad.
Determining Initative from a Attack
For any attack with a weapon the initiative number is based on if the weapon has a property of “Light”, “Heavy” or neither and what is rolled to hit with no modifiers. If the weapon has the property “Light” is does ¼ (the value halved twice) of whatever you roll to hit. If the weapon has a neither attribute it does ½ of what your roll. If the weapon has the “Heavy” attribute you use what you roll straight.
Determining Initative from a Spells
Spells initiative is simply based on the spell level with Cantrips counting as a 0. You simply multiply the spell level by 2 and Add 4. If I cast fireball your initiative will be (3 * 2) + 4 = 10. So if the player does nothing else with there turn there initiative would be (20 – 10) 10.
Getting half of Odd numbers
I just wanted to say that if you end up with a odd number you can get half easier by just subtracting one first before you get half of it. I think it just makes things easier.
Advantages to doing this
There are several advantages to using this method or initiative. The first is it makes the combat flow much more realistically. There's now a give and take to combat. Also, intative is now a mechanic that can be manipulated with tactics. It gives the player another resource to consider and play with. For weapons now there is not a mechanical difference between using a light weapon like a dagger and a heavy weapon like a battle ax. Now a dagger will cost you less initiative and therefore you will have a much better chance of going first. For spell casting Cantrips and lower level spells become much more useful for a similar reason that daggers are useful, they cost less initiative.
Disadvantages to doing this
More Record keeping for the DM. That's the only real down side I see.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Basic Idea
The basic Idea is to move away from static initiative to a more dynamic system that views initiative as a resource that the player uses on their turn to do things. The first round everyone rolls for initiative like normal. Every other round each character starts with 20 initiative. Every time you use your action, bonus action, or reaction you use up some of your initiative. If you have multiple attacks when you use your action to attack you don't count the second attack against initiative. All weapon attacks are based on the “To Hit” roll that you need to do anyway. Spells take a set amount of initiative of 4 + (2 * the spells level). This is a fast system because there are no new dice that need to be rolled. It does add some new record keeping by the DM but, I don't think its that bad.
Determining Initative from a Attack
For any attack with a weapon the initiative number is based on if the weapon has a property of “Light”, “Heavy” or neither and what is rolled to hit with no modifiers. If the weapon has the property “Light” is does ¼ (the value halved twice) of whatever you roll to hit. If the weapon has a neither attribute it does ½ of what your roll. If the weapon has the “Heavy” attribute you use what you roll straight.
Determining Initative from a Spells
Spells initiative is simply based on the spell level with Cantrips counting as a 0. You simply multiply the spell level by 2 and Add 4. If I cast fireball your initiative will be (3 * 2) + 4 = 10. So if the player does nothing else with there turn there initiative would be (20 – 10) 10.
Getting half of Odd numbers
I just wanted to say that if you end up with a odd number you can get half easier by just subtracting one first before you get half of it. I think it just makes things easier.
Advantages to doing this
There are several advantages to using this method or initiative. The first is it makes the combat flow much more realistically. There's now a give and take to combat. Also, intative is now a mechanic that can be manipulated with tactics. It gives the player another resource to consider and play with. For weapons now there is not a mechanical difference between using a light weapon like a dagger and a heavy weapon like a battle ax. Now a dagger will cost you less initiative and therefore you will have a much better chance of going first. For spell casting Cantrips and lower level spells become much more useful for a similar reason that daggers are useful, they cost less initiative.
Disadvantages to doing this
More Record keeping for the DM. That's the only real down side I see.