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Crazy Initiative Idea

Cool chart by Telecanter - http://recedingrules.blogspot.com/2010/10/visual-weapon-chart.html

A single caveat --

  • This idea is completely untested.  Sometimes you have to get ideas out of your head to see if they work...  :)
How I actually do things --
  • When I do initiative, I roll a d6 for the monsters and the players roll a d6 for the party.
  • High roll goes first.
  • If the dice match, it all happens simultaneously.
  • I have a deck of cards that I use to randomize the order of the PCs and the monsters within their initiative roll.
OK, now for the idea.
  • High rolls are best.
  • You get to add your DEX bonus (if any) to your roll.
  • If you have a polearm, and are in position to use it, roll the better of 2d12
  • If you have a fast/nimble weapon (rapier, whip, throwing daggers, arrows, darts, loaded crossbow, etc.) roll d12
  • If your weapon is long (like a spear or 2h-sword,) and you are in a good position to use it, roll d12
  • If you have an "average"melee weapon (sword, axe, flail, etc.) roll d10
  • If you have a short melee weapon (dagger, shortsword, fist, shield bash, mace, crossbow that needs to be loaded, etc.) roll d8
  • If you have a spear or 2h-sword up close where it's difficult to use, roll d6
  • If you have a polearm up close, but there is still room to maneuver, roll d4
  • If you have a polearm, spear or 2h-sword and you can't maneuver.  Drop your weapon and use something else.
Whatcha think?

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