House Rule: Accelerated Dark Thrones Initiative

DMJ

Jan 23, 2019 10:55 am
Summary of Steps

1. Announcement by each Actor of all Action choice options. Determine Modifiers.
2. Set Reaction to choice.
3. Roll Initiative.
4. Apply Modifiers. Determine Final Initiative.
5. Begin Action in Initiative order of Turns from Lowest to Highest Modified Initiative.

DMJ

Jan 23, 2019 11:01 am
1. Announcement by each Actor of all Action choice options. Determine Modifiers.

Actors decide what set of options they want access to for each round.

This is not an announcement of EXACT intended Actions in a specific sequence. Adjustments can be made in response to the flow of the round and the effects of other Actions made by other Actors. It is though the only chance to build a set of options available. If a character does not take the Initiative Modifier before the Base Initiative Roll, then the Actor cannot choose Actions within that set during his Turn.

Some Modifiers are negative, leading towards a higher chance of faster Action / lower Initiative order.

Some Modifiers are positive, leading towards a higher chance of slower Action / higher Initiative order.

Some Modifiers are inherent, part of the Actor's general or specialized capability, and apply automatically.

Some Modifiers must be selected actively to apply based on Actions or Action options intended for the Round.

Negative (Faster) Modifiers
-X Proficiency
-2 Alert Feat
-Y Rakish Audacity at rate of half CHA Mod, drop fractions, maximum Initiative Modifier -2

No Cost
+0 Attack, Speed Factor for Unarmed Strike
+0 Attack, Speed Factor for Natural Weapons on Medium or smaller creatures
+0 Extra Attack for Martial Class (highest Speed Factor is added once for the set of Attacks)
+0 To drop a weapon
+0 Talking or signaling

Positive (Slower) Modifiers
+1 Attack, Speed Factor for 1d4 or 1d6 damage weapons, all Ranged Attacks, Natural Weapons on Large Creatures
+2 Attack, Speed Factor for 1d8 damage weapons
+2 For Multiple Attacks for Natural Weapons or any other creature-related Multi-Attack features
+3 Attack, Speed Factor for 1d10 or higher or multi-dice damage weapons
+3 For option of Bonus Action (Speed Factor added again if Bonus Action is Attack)
+3 For option of Movement
+3 To Stow or Draw a weapon
+3 Default Mod to Interact with Object / Environment. DM may vary depending on complexity of Interaction.

DMJ

Jan 23, 2019 11:19 am
2. Set Reaction to choice.

Choose a Reaction type that will be available as the focus of Action efforts for the Round.

This will apply for the entire Round, regardless of what order at which the Actor takes his Turn for normal Actions.

Reactions occur out of normal sequence, corresponding with the applicable trigger or circumstance that activates them, not at the time of the Actor's normal Action set.

Actors are not REQUIRED to follow through with Reactions selected, only to commit to which option they can react to, which trigger or circumstance they are looking for. (example: can set Reaction to Battle Maneuver Parry, but when Hit by opponent Attack can still decide during the Round whether or not to actually do the Parry)

DMJ

Jan 23, 2019 11:21 am
3. Roll Initiative.

Roll 1d10 die. Result is the Initiative roll.

DMJ

Jan 23, 2019 11:23 am
4. Apply Modifiers. Determine Modified Initiative.

Apply all Modifiers naturally applicable and actively selected in Step 1 to the Initiative roll.

This result is the Modified Initiative.

DMJ

Jan 23, 2019 11:23 am
5. Actors take Turns from Lowest to Highest Modified Initiative.

All Actions are completed in by each Actor at the time of his Turn.

Battlefield adjustments are decided by the Actor within the set of options he has at the time of his Turn. There are no mechanics for shifting to later Turns to gain additional Action options not selected initially.

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