Oxbox says:
What's the plan for initiative rolls CB?
Are you doing it the same way as J?
I have a suggestion (MAYBE WE COULD USE THIS IN ROTA SO BRYN CAN TAKE ADVANTAGE OF HIS AWESOME INITIATIVE BONUS. hint, hint, nudge, nudge. )
Combat is initiated, DM posts bad guy initiative total, everyone rolls Initiative, and if an individual Pc initiative roll beats the bad guys Initiative they can act immediately. Then the bad guys take their turn, then the Pcs all take their turn together and then it's back to all PCs take heir turn, then all bad guys.
Thoughts?
Yo, Ox. I carried this Quote all the way from the salt mine fort of the west marches, across the ocean, into the Drakkenmire, swam through the flooded tunnels to post it in the big underground tomb barbarian orgy center.
The system above makes some sense, but I respectfully decline ...BUT... I do want to let Bryn and all of the other Quick Draw McGraws on the team get a bit more payoff on DEX superiority, Alert Feat, or any other INITIATIVE BOOSTS. (This means quick bad guys get the payoff too obviously, but most of the time you guys definitely win the raw bonus comparison).
It is something that I have done in every other game I have ever run except this one. I thought about implementing it upon launch, but decided against it since I was already pushing so much DM fiat weirdness elsewhere. Now that you guys have digested most of the DT weirdness now, I want to implement a new adjustment on the Initiative mechanics.
AND also Ez's recent comments about the expanded disparity that results from the use of the 20-sided die reminded me of my tabled motivation on it.
It's simple. And what I love most about it: it's NOSTALGIA.
EFFECTIVE IMMEDIATELY: House Rule: Retro d10 Initiative
d10 will be used instead of d20 to roll comparison for Initiative determination.
Yeah. That's pretty much it. Throwback to the original Initiative in the earlier versions of the game.
All bonuses stay the same.
What changes is the potential for broad differences in rolls. Even if the party rolls a 1, with the average bonus that you guys have (which includes some solid Mods from the crowd), you are still competitive to most of the "normal" or "standard" initiative rollers, even if they roll pretty high.
With a d20, bad roll for you and good roll for them = usually they are too far away to catch and pass.
With a d10, high bonus groups will tend to win out more often than not because the distance of the possible comparisons is cut in half when compared to the possible results of 2 thrown 20s.
We are still going to use the average team PC bonus vs. average team opponent bonus. Again, willfully sacrificing some accuracy and personal payoff for speed of the overall game.
I am good also with making a habit, in most cases, of declaring opponent Initiative first in advance. Then when PCs roll, if they are higher they can take some initiative (get it?) and proceed with Actions.
So get ready to click it on 10. Get it straight and get the first step on these fools.