Reading Speed Factor in the DMG again I noticed something which now raises a question for me which I hope someone could answer
Playing D&D w/ the normal Initiative rule (Dexterity check), one would apply their DEX Mod to their roll, correct? Rolling an 11 on a d20 w/ a +2 DEX Mod means one’s initiative roll is 13…
Reading this sentence in the Initiative Modifiers section: “If an action has no modifier listed, the action has no effect on initiative.”
Then there’s a Speed Factor Initiative Modifiers Table listed
My question to you is would the initiative itself be considered an “action” thus making it appropriate to apply the DEX Mod to the d20 roll or is this now null & void in Speed Factor because modifiers will only be based on the Factors listed in this table?
Nothing about the Speed Factor variant rules changes what an initiative roll is, fundamentally. That is, it’s still a Dexterity check. It’s just a Dexterity check with a bunch of additional potential modifiers.
In Speed Factor, the rules state to call your action out but it doesn't specifically mention anything about calling out a "bonus action"
How would you rule on this: Would bonus actions have to be called out as well?
It mentions it:
Don’t apply the same modifier more than once on a creature’s turn. For example, a rogue fighting with two daggers gains the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell.
Apply any modifiers for bonus actions to that creature’s turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a −2 penalty for the spell and gains a +2 bonus for using a light weapon, for a total modifier of +0.
that's cool though! long as you guys are having fun!!
I only piped up cuz you asked for a show of hands :)
I'm old now, play in several campaigns and run another. We aren't able to have lengthy sessions, so the one with the long, drawn-out combats proceeds at a glacial pace, which is more maddening to me than the rest that simplify in more aspects to move things along. Luckily, this game is exactly what we want out of it!
I actually searched for SPEED FACTOR and found this thread from years ago. I love speed factor, as it reminds me of "WEAPON SPEED" from AD&D (1st edition). It may take longer for those who are not used to it the mechanics of it, but I believe you said that you used it all the time. I agree, once you embrace it within your campaign and your players adjust to the routine, the method because second nature. The result is that LARGE and HEAVY weapons that cause more damage must move a bit slower in the initiative order; whereas light and smaller weapons that do less damage are able to attack first (potentially). Makes sense to me! I love SPEED FACTOR and it makes the game feel OLD SCHOOL to me.
Thanks for the thread.
Noah
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First introduced to the Basic Dungeons & Dragons game (Holmes edition) at a friend's birthday party in 1977. Later, I would play Advanced Dungeons & Dragons while at summer camp in 1979. I would finally purchase my own set of the Basic Dungeons & Dragons rules (Moldvay) during middle school in 1981 or 1982. I have been an avid gamer and collector ever since!
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Hey all…
Reading Speed Factor in the DMG again I noticed something which now raises a question for me which I hope someone could answer
Playing D&D w/ the normal Initiative rule (Dexterity check), one would apply their DEX Mod to their roll, correct? Rolling an 11 on a d20 w/ a +2 DEX Mod means one’s initiative roll is 13…
Reading this sentence in the Initiative Modifiers section: “If an action has no modifier listed, the action has no effect on initiative.”
Then there’s a Speed Factor Initiative Modifiers Table listed
My question to you is would the initiative itself be considered an “action” thus making it appropriate to apply the DEX Mod to the d20 roll or is this now null & void in Speed Factor because modifiers will only be based on the Factors listed in this table?
I'm not sure. The only mention of dexterity I noticed was for initiative ties.
But I would.
Nothing about the Speed Factor variant rules changes what an initiative roll is, fundamentally. That is, it’s still a Dexterity check. It’s just a Dexterity check with a bunch of additional potential modifiers.
Gotcha 👍🏾
Makes sense
So I’ll add the DEX mod to the other bonuses/penalties & arrange accordingly
Thanks 🙏🏾
In Speed Factor, the rules state to call your action out but it doesn't specifically mention anything about calling out a "bonus action"
How would you rule on this: Would bonus actions have to be called out as well?
It mentions it:
So yes, they are called out as well.
Ahhh right
Thanks for the clarity on this one 🙏🏾
Does anyone else here love Speed Factor Initiative as much as I do?
A quick show of hands ✋🏾
i'd never noticed it before now, actually. nifty enough. But combat can be complex enough that this makes things take even longer.
I actually don’t mind “longer” as I’ve never played any other way
I actually haven’t “played” yet as I’ve been a DM since my start
But I saw this rule & decided this is how I’d like to run all of my games so it’s now part of my “house rules”
Therefore I don’t have any other length of time to compare it to
(This was by design) 😈
that's cool though! long as you guys are having fun!!
I only piped up cuz you asked for a show of hands :)
I'm old now, play in several campaigns and run another. We aren't able to have lengthy sessions, so the one with the long, drawn-out combats proceeds at a glacial pace, which is more maddening to me than the rest that simplify in more aspects to move things along. Luckily, this game is exactly what we want out of it!
Love to hear it
Enjoy friend 😊
@eightyocho
I actually searched for SPEED FACTOR and found this thread from years ago. I love speed factor, as it reminds me of "WEAPON SPEED" from AD&D (1st edition). It may take longer for those who are not used to it the mechanics of it, but I believe you said that you used it all the time. I agree, once you embrace it within your campaign and your players adjust to the routine, the method because second nature. The result is that LARGE and HEAVY weapons that cause more damage must move a bit slower in the initiative order; whereas light and smaller weapons that do less damage are able to attack first (potentially). Makes sense to me! I love SPEED FACTOR and it makes the game feel OLD SCHOOL to me.
Thanks for the thread.
Noah
First introduced to the Basic Dungeons & Dragons game (Holmes edition) at a friend's birthday party in 1977. Later, I would play Advanced Dungeons & Dragons while at summer camp in 1979. I would finally purchase my own set of the Basic Dungeons & Dragons rules (Moldvay) during middle school in 1981 or 1982. I have been an avid gamer and collector ever since!