Initiative Rethink


Homebrew and House Rules

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Ok,
I've really been hating the initiative thing lately. I prefer people having a different initiative each round, it makes combat more dynamic, and negates the whole '*#@* I rolled a one' penalty for the entire combat.

However, I've found a separate issue. I hate the massive disparity between initiatives. Plus I find it annoying that only dex goes into initiative. Honestly, the more you are in combat, the better you should be at reacting to combat. The smarter you are, the quicker you think, and the faster you can react. So, I've been thinking of doing the following.

Initiative :

Reflex Save + INT Mod + 1d10.

This should get all my initatives somewhere between 1 and 20, rather than the 1 to 30 I have now. Yes, it's a high number still, but it's more consistent without completely negating dynamics in the flow of battle.

Alternately, I could go with RS + IM + 1d4 to shrink it down to about 1 to 15. If I did that, I'd probably just go with one initiative for the whole combat, since everyone would be acting pretty close to each other.

I'm looking for feedback on things I hadn't considered. This would help Rogues, Monks, and Wizards especially. Fighters would get better over time at initiative. They'd get the least boost, but, then again, they usually have the worst initiatives anyway.

Also, I'm thinking about adding ACP's to initiative, since it seems it would make sense that someone in heavy armor would have more trouble reacting quickly than someone in light or no armor.

What would everyone consider of even doing away with a random roll at all? Just going with RS + IM - ACP + 10?

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Interesting. I've wondered about adding Wis mod before, as Wis reflects perception and instincts as well as good judgement. Why Int?

ACP penalty makes sense.

I've seen talk about throwing in a little weapon speed from 1E by assigning different weapons Initiative penalties - dagger = quick, no penalty; great sword = slow, -2 to Initiative.

I don't see which die you use as that important. A smaller die will just bunch everyone closer together, but they'll still go one at a time. Actually, a smaller time will reduce the variability and a high base Initiative will almost always go first, the slow guy will rarely get lucky and roll high enough to outweigh base Initiative. If that's what you're looking for, go for it. Personally, I wouldn't want to see an all-the-time static Initiative, too predictable.

I also saw someone talk about adding "stances" to combat. One to increase damage at the cost of AC, one was increase AC at the cost of damage (basically Power Attack/Combat Expertise for everyone), and one was to increase to hit by sacrificing initiative, and finally to gain initiative by swinging wildly and sacrificing to hit. If you're tightening up the range of initiatives, small changes like that might appeal to your players.


I thought about adding WIS as well, but that's a lot of static bonuses. Still possible. It offends my sense of balance though, two mentals and one physical stat bonus (RS is still a dex bonus).

Int is your ability to think and reason, the higher your intelligence, the better you are at thinking, and thus thinking on your feet. Wisdom is more about 'gut check' and common sense. Think of it as the difference between getting a skinky feeling off the used car salesman because he doesn't seem honest (wisdom) and figuring out that the odometer mileage can't be right, due to the age of the car (intelligence).

Dark Archive

mdt wrote:

Initiative :

Reflex Save + INT Mod + 1d10.

What would everyone consider of even doing away with a random roll at all? Just going with RS + IM - ACP + 10?

Of these two, I'd suggest check with your players whether they prefer the randomness of the d10 version, or the static nature of the flat 'take 10' option.

In GURPS, everybody has a flat Basic Speed that determines when they go in the turn sequence, and I found it nice to not have to roll for that, but I have friends who prefer a bit more randomness in their games (preferring randomly rolled attributes to point-buy, for instance).

Basing Initiative off of Intelligence, while still keeping Dex in the mix through the Reflex save option (and also having level and class become a factor, through the Reflex save) is all kinds of brilliant.

Factoring in ACP (or encumbrance penalties) also makes some sense, and would add a little more benefit to the Fighter's Armor Training class ability, which is cool.

There are occasional threads about Dex being 'too good,' or an uber-stat, because of how many things it modifies, compared to others, and having Int also affect Initiative might be a small step towards dialing that perception back.


Yeah, my first major GM run was on Shadowrun, where reaction was the average of your Dex and Int, so it seems a no brainer to me.

I may ask them at the next game if they'd like to keep using the current method, or move to either the d10 or static initative.


The only problem with changing the initiative from what its at now is some classes do get bonuses from other stats like the kensai gaining INT to his. I do agree with you that the current dynamic seems lacking and I love the idea of ACP to initiate as it makes sense the guy in leather armor should be quicker than the guy in full plate. And for fighters with armor training you'd gain initiative over time with better armor proficiency as would be expected. I don't know the whole evolution of the game but from when I played 2nd edition way back in the day I did like that each weapon had its own initiative. Made sense that a dagger can be used quicker than a greatsword.

EDIT: maybe even something like a light weapon gains +1, one handed breaks even, and 2 handeds get a -1. Something simple anyway.
Its also somethign that bugs me when you take a full BAB vs 3/4 BAB. I get that a fighter should be more proficient at weaponry than other classes but should he gte 4 swings with that greatsword when the rogue gets 3 with a dagger. Members in my group explained it to me as the fighter finds better opportunity to find purchase cause of his skills than the lower BAB builds but I'd be more hard pressed to dodge the rogue with his daggers than the guy with the huge sword that swings like a shovel.


I played around with the idea of 3d6+Init mod for Init. It rewarded the people who focused on it quite well.


yeah, that's the sort of thing I was looking for when I wanted to know what I was overlooking.

I'd say that any ability or class feature that adds something to initiative, adds it. So a Kensai would basically get 2xINT MOD to initiative. That'll be big at lower levels, but the reflex saves at higher levels will mean more, and his heavy AC will hurt more at lower levels.

As to weapon speed, I hate to add in that as it would go back to slowing things down, or you'd have to keep track of multiple initiative scores. yeah, it would make more sense (probably something like 'Unarmed +1', 'Light +0', '1 Handed -1' and '2 Handed -2' or something like that. But again, it would slow things down more cause you'd have to readjust every time someone switched weapons.


Cheapy wrote:
I played around with the idea of 3d6+Init mod for Init. It rewarded the people who focused on it quite well.

That would group them all around 15, but it wouldn't address the armor or intelligence.


mdt wrote:
Cheapy wrote:
I played around with the idea of 3d6+Init mod for Init. It rewarded the people who focused on it quite well.
That would group them all around 15, but it wouldn't address the armor or intelligence.

Right. I was only concerned about how it's basically impossible to ever have your character's skill be the primary determinant for your result, rather than the die roll.

Maybe someone with excessively high Dex and Improved Initiative can make their bonus be the primary determinant. But everyone else is boned. Improved Init should be worth something.

Liberty's Edge

Let's keep things relatively simple, the way they are. The changes would tend to slow down combat and open up a bag of worms/disagreements. If you do want to do this in your home game(s), I would suggest you discuss this plan with your group before it is implemented.


I would honestly put initiative more on Wis than anything else since it's the reasoning score that let's your notice threats and know what's going on. After that I would tie in Int at half as much so given the fact a faster thinker is more likely to reach a conclusion with Dex being a minor factor that determines how quickly you respond to said conslusion. So, my equation would look something like ([Wis mod] * 2) + [Int mod] + ([Dex mod] * .5). This would make big dumb fighters exactly that and equally "sluggish" to respond to battle ("why is that big man with a sword running at me?") while giving the more astute observer ("I judged how likely they were to attack given their body language") a boon in battle.

That said, I like your tie-in with Int, mdt.


I think the main improvement is to drop back to a d10. I like the 3d6 idea as well.

I'm not as keen on adding anything else to it. Including Int mod benefits Wizards greatly, and I have a gut feeling that will unbalance things. If the Wizards gets to go first most of the time, even without the feat Improved Initiative though with Dex at 14 for casting rays (Initiative +6), he will stop most encounters before they begin.

Contrast this with the 2H weapon Barbarian who has a dex also around 14 and Improved Initiative (Initiative +6), me would roll as high for his Initiative, and knock down one or two foes straight away, but it has cost him a feat as well. He may have some Int mod to add to take him in front of the Wizard, but it has cost him a feat to get there.

It just doesn't feel fair to me.


mdt wrote:
As to weapon speed, I hate to add in that as it would go back to slowing things down, or you'd have to keep track of multiple initiative scores. yeah, it would make more sense (probably something like 'Unarmed +1', 'Light +0', '1 Handed -1' and '2 Handed -2' or something like that. But again, it would slow things down more cause you'd have to readjust every time someone switched weapons.

Ya I guess that's the reasoning for the streamlining of the dex = init change over time. I still want to find a way to incorporate gear encumberance into this without slowing things down.

Buri wrote:
So, my equation would look something like ([Wis mod] * 2) + [Int mod] + ([Dex mod] * .5). This would make big dumb fighters exactly that and equally "sluggish" to respond to battle ("oh hey, that big man with a sword is running at me") while giving the more astute observer ("I judged how likely they were to attack given their body language") a boon in battle.

I do like this but I don't think it keeps rogues and the like in perspective. And it would kinda give casters with INT/WIS as their casting stat a bonus to understanding combat. Especially a wizard that could apply everything to int/wis/dex and suddenly have premonitions on combat.

EDIT: is there any skills we could apply to this? The idea of wisdom being the one that governs perception could be that you get a bonus to initiative based on a perception skill. It would also help for the the skill heavy classes that tend to be light armor to pull ahead. I know it's still gonna upset some balances.


Martin Kauffman 530 wrote:
Let's keep things relatively simple, the way they are. The changes would tend to slow down combat and open up a bag of worms/disagreements. If you do want to do this in your home game(s), I would suggest you discuss this plan with your group before it is implemented.

I think the idea of this is for those of us that think we could modify the initiative dynamic for our own campaigns. It's all brainstorm atm and would have to be streamlined for ease of use. Just doesn't seem right that a fighter in full plate wielding a greatsword should be able to act as quickly as the rogue wearing bracers of armor and wielding a dagger.


We also tried 1d10, which I like as well. Basically, anything that rewards those who focus on the thing is a good idea.

Ability checks suffer from the fact that even with a 30 in the score, the die roll matters more. A 30 means you should almost always succeed. Not that chance determines more.


1: I think combat types should have a better initiative in general than caster types. just my opinion

2: So why int rather than wis? Wis is not used (for the most part) by the arcane casters, it is the stat used for perception and sense motive, and in general seems to make more sense for mental reaction time considering it is used for your will save. in your example, that "slinky feeling" should be better for your reaction speed than your ability to analyze the current status of the situation. When you analyze something you certainly understand it more, but I'm not sure it means you should react more quickly. that is, it surely helps you know what you should do and how to do it, but that is only a factor of initiative for those who think about these things. The raging barabarian shouldn't be taking a relative or actual penalty because he couldn't think quickly enough about the situation, that seems absurd.

though, other than the balance issue, this is mostly interpretation, and I accept that.

3: why not... BaB rather than the "save" part of reflex save? better for the high bab at later levels, worse for the full casters who should be fine anyway. also it makes it less abusable, as there are ways to make one single save extraordinary

4: ACP should not factor in to how quickly you react to things. it kind of makes sense, but could end up making heavy armor extinct.

5: not being rolled seems bad for interparty balance, combat variety, and realism. The bonus already determines that it isn't random, it doesn't need to be static.


You might have some luck with mixing things up more without changing everything just by instituting a rule wherein initiative is rolled more than once per combat. For instance, try re-rolling every 4 rounds or so.

We had pretty good luck mixing things up in the past when my own group got bored with the norm.

Though statistically the same people have a greater chance of a higher result each roll, the additional rolls did seem to produce wider ranging results overall, with dramatic back-and forth dynamics between monsters and PCs.

Downside is it's a bit more math per combat.

Dark Archive

I would treat it in a different manner including a bonus relating to each BAB progression, as follows:

Low +0
Moderate +1
High +2

In my experience, I would stay away from stat modifiers as it could lead to an arms race of magic items that enhance certain stats and could bog down the feel of the campaign. Honestly I feel this little addition should work fine to create a better spread of initiatives, and if you have your players re-roll initiative every 3 rounds (given that it would total 18 seconds worth of combat time) that should provide a possible feel you are looking for.

Dex Mod.+BAB Bonus(see above)+ Misc. Mod.


Cheapy wrote:

We also tried 1d10, which I like as well. Basically, anything that rewards those who focus on the thing is a good idea.

Ability checks suffer from the fact that even with a 30 in the score, the die roll matters more. A 30 means you should almost always succeed. Not that chance determines more.

Ya reducing the die rolled might be the best as it puts more emphasis on stat and feats invested. With the skill I meant using the passive ability before the roll. Maybe like a +1 initiative for every 5 in passive percecption you have. So something like skill focus perception would only give you a +1 initiative bonus after you have a +10 ranks in perception. Meaning to be an Improved Initiative equivalent you'd need a +20 perception.

casmat wrote:
4: ACP should not factor in to how quickly you react to things. it kind of makes sense, but could end up making heavy armor extinct.

Very valid point. This would pretty much eliminate heavy armor for any non fighter or someone with no way of getting an armor training equivalent.

Dark Archive

Cheapy wrote:

We also tried 1d10, which I like as well. Basically, anything that rewards those who focus on the thing is a good idea.

Ability checks suffer from the fact that even with a 30 in the score, the die roll matters more. A 30 means you should almost always succeed. Not that chance determines more.

Replacing all 1d20 rolls with a 2d10 roll can help make stuff less 'swingy' and more standard.

Minor tweaks, such as dealing with criticals (crit 20 becomes a crit on 2 10's, with no confirmation roll necessary, crit 19-20 becomes a crit on 2 10s, or 1 10 and 1 9, etc.), will be needed, but, otherwise, it makes the bewildering misses or over the top successes a bit more rare, as they fall on the end of the curve, and you don't have a 5% chance every time you drop the die of a crazy failure (or equally crazy success).


Don't you think Perception should have a lot to do with how quickly you react to things?

How about:
Initiative + Perception + BAB + ACP +dice?

Fighters won't exceed other, unless they build up Perception and Inititative, though they will brought back by their armour. Archers should do very well.
Casters have a chance to make up for the lower BAB by taking ranks in Perception, and now their lack of armour will help them.
Rangers and Barbarians may benefit most from this model, and that makes sense to me for combat. Rogues too.


I believe, from experience with medieval reenactment, that heavy armour does slow you down. When you can't move as fast (which is written into the rules), you can't react as fast either.


@OberonViking - I totally agree that ACP should have some factor on it but as casmat stated it could make heavy armor builds extinct. Not everyone gets armor training to reduce this number and make these number moot. BAB should very much be considered as well except now the big dumb fighter gains over 3/4 builds just cause he's higher BAB. This in turn would be balanced by the perception idea as now that dumb fighter doesn't notice things and gains nothing. But do you put a negative number to him being dumb or is it still 0. I still like it as the skill heavy classes almost always take perception and it stops classes like wizard from gaining too much. Just gotta find a formula that feels balanced to all classes while streamlining it for speed in combat.

Just wanted to clarify your formula so far if it is;

DEX+Perception+BAB+ACP+Dice. Although Initiative = dex in this regard.

Someone needs to do the math on the classes to see if its viable.

EDIT: maybe a way of avoiding the heavy armor extinction would be to simplify the modifiers. Instead of using the ACP you could use;

Light armor +1
Medium armor 0
Heavy armor -1

to have less impact all around but a distinct difference. +2 initiative for those wearing light compared to heavy is half the improved initiative feat or trait equivalent.

Applying the full ACP on heavy armor almost warrants a feat tax just to get improved initiative.
ACP of mithril full plate is -4.


I don't think that this would make Heavy Armour extinct. It just introduces one disadvantage that, I think, is still outweighed by the advantage of much higher AC.

I would include negatives for Perception and Initiative, if the character has Dex or Wis as a dump stat it should have consequences.

It would be interesting to run some of these ideas over characters that have already been built.


OberonViking wrote:

I don't think that this would make Heavy Armour extinct. It just introduces one disadvantage that, I think, is still outweighed by the advantage of much higher AC.

I would include negatives for Perception and Initiative, if the character has Dex or Wis as a dump stat it should have consequences.

It would be interesting to run some of these ideas over characters that have already been built.

The other thing is the piecemeal armor dynamic. There's another thread on the go about how that system is slightly breaking the armor dynamic too and you can get suits of armor equivalent or better than full plate for way cheaper and with a lower ACP.

Breast plate + scale arms + scale legs = heavy suit AC9 DEX+3 ACP -4 220gp

I do see it as something that would scare people if the negatives are that bad. -6 for regular full plate applied to initiative and you create a feat tax or deal with always being the slowest person. Classes like cavalier wouldn't take heavy armor cause they don't normally focus on perception and their dex is 14ish.


Well in order for modifiers to really be relevant, the modifiers need to be on order of the standard deviation. In order for the modifier to be dominate, it should be at least twice the standard deviation. The standard deviation for 1d20 is 6 while the standard deviation for 2d10 is 4. So it to be dominate, you just need an 18 Dex and improved init using 2d10.


Wow, I apparently hit a nerve here. :) IN a good way.

Not sure I want to add a dozen things together to get initiative. Remember, if the initative scales with level, then ACP isn't as big a deal. Even if it's just Reflex Save (which I really like, as it sort of fits across the board on classes, where 'quick' classes have higher initiatives), even a poor save class is looking at a +6 to init from reflex, before dex, at level 20. So that's completely negating the ACP from plain old full plate. At lower levels for Mithral.

And I kind of like that at lower levels, it should be really difficult to mvoe around in 50 lbs of metal when you're first learning to do it. Fighter's would gain both RS bonuses and ACP reductions as they level, so they'd still get better over time.

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I like most of what you're proposing, however it seems to me that Wisdom is a far better fit than Intelligence. I think that perception and being able to follow your gut are better representations of what is needed in combat than raw intellect. YMMV.

I like reducing the die size and a d10 goes back (at least) to Second Edition otherwise it might be fun to give the d12 some love.

I also think I like the ACP being attached but I would certainly watch it in play and see if it had an effect on what armors were favored and decide if it really matters. ACP will also often favor monsters as non-humanoid foes rarely wear armor.

Having Initiative scale with Reflex is good because it is also easy to fix initiative for monsters.

I don't mind one initiative roll per encounter but my PCs frequently delay or ready an action so our combat may not be as static as what you experience.

If it were my game I might adopt a couple of your changes but probably not all of them.

If it were me these would be my choices:

  • 1d10 + Reflex + ACP + misc Mod.
  • 1d10 + Dex mod + Wis mod + misc Mod.


  • Hmmm,
    Maybe this then?

    1d10 + Reflex + (Max of Int Mod or Wis Mod) + ACP + Misc Mod.

    Those who are smart and think fast on their feet react faster, those who have good instincts react faster also. Those who have average or lousy instincts, or who aren't all that bright, still can react fast based of reflexes if they have the right training.


    Locke1520 wrote:

    I like most of what you're proposing, however it seems to me that Wisdom is a far better fit than Intelligence. I think that perception and being able to follow your gut are better representations of what is needed in combat than raw intellect. YMMV.

    I like reducing the die size and a d10 goes back (at least) to Second Edition otherwise it might be fun to give the d12 some love.

    I also think I like the ACP being attached but I would certainly watch it in play and see if it had an effect on what armors were favored and decide if it really matters. ACP will also often favor monsters as non-humanoid foes rarely wear armor.

    Having Initiative scale with Reflex is good because it is also easy to fix initiative for monsters.

    I don't mind one initiative roll per encounter but my PCs frequently delay or ready an action so our combat may not be as static as what you experience.

    If it were my game I might adopt a couple of your changes but probably not all of them.

    If it were me these would be my choices:

  • 1d10 + Reflex + ACP + misc Mod.
  • 1d10 + Dex mod + Wis mod + misc Mod.
  • +1 for d12 love. I've yet to use mine. Maybe it's time to make my Kratos idea of a dual wielding titan mauler with flying swords. Sure I'll never hit anything. But I can still roll those d12's for hp.

    And I'm in agreement with reflex saves as it's only the quick type classes that are good with em which gives them the leg up that seems fitting.

    EDIT: is there a class that gets wisdom to initiative already? Does monk get this?


    No, monk's get wis to AC. I dont' think any class get's WIS to init. There were some feats in 3.5 that let you do it, but nothing in PF that I know of.

    Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Khrysaor wrote:
    EDIT: is there a class that gets wisdom to initiative already? Does monk get this?

    Monks do but you could add it twice for monks. Not a problem really.


    Ok, how about this :

    Initiative
    To calculate your initial initiative bonus, use the following formula :

    Reflex Save + Armor Check Penalty

    Then add the maximum of either your Intelligence Modifier, or your Wisdom Modifier. If you have a class ability or feat that adds one of these two modifiers to your initiative, you add both modifiers to your initiative. If you have feats or class abilities that add both modifiers to your initiative, you gain Improved Initiative as a bonus feat.

    After calculating your base initiative, add any other modifiers, such as those granted by domains or wizard abilities. When rolling initiative, add 1d10 to this total at the beginning of combat.

    Liberty's Edge

    When I was playing around with using Exalted-style ticks for combat instead of traditional initiative, I decided to make initiative (at the start of combat) an initiative check - DC 5 = tick 6, DC 10 = tick 5, DC 15 = tick 4, DC 20 = tick 3, DC 25 = tick 2, DC 30 = tick 1. It would be not anywhere near as a big a deal to apply ACP to that kind of roll than to a straight init = roll kind of deal...

    Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Shisumo wrote:
    When I was playing around with using Exalted-style ticks for combat instead of traditional initiative, I decided to make initiative (at the start of combat) an initiative check - DC 5 = tick 6, DC 10 = tick 5, DC 15 = tick 4, DC 20 = tick 3, DC 25 = tick 2, DC 30 = tick 1. It would be not anywhere near as a big a deal to apply ACP to that kind of roll than to a straight init = roll kind of deal...

    This is interesting and I may take a look at something like this sometime.

    A couple of questions:
  • How did you generate initiative when you did this?
  • It seems like you would have a lot more simultaneous actions. Did that bog things down?


  • We should just add all the modifiers because let's be honest, everything effects turn order under the right circumstances. You know what screw that turn based games aren't realistic enough everyone should play their turns at nearly the exact same time that way we get a real feeling for combat.


    Inquisitor gets wis to init, I think.

    I'm still not sold on the save part of reflex save. I like it on the rogue and ranger and monk, but I don't understand why the fighter needs to lose out. It's not like reaction time isn't a big part of fighting or anything. :I

    And should the paladin be getting charisma to init? Does the bard deserve a bonus where the barbarian or magus does not? What about the alchemist?

    Using ref save seems wonky to me. If the high number that the BAB alternative produces bothers you, make it one half bab. Sure it wouldn't matter until later levels that way, but it doesn't need to.

    Or hell, link the increasing bonus to bab in a non linear way, so that you can get your bonus early. Or just make a base initiative bonus that has either good or bad progression.

    There are a lot of options here, and its going to take a lot more work to convince me that ref save is the right one (not that you need to).


    Assume characters have average starting stats with a +3 in the main and a +1/+2 in the off stat towards this formula. Starting with Imp. Init., basic armor. At level 10 armor will be mithril, have a +4 stat boosting item in their class stat and a +2 in the off stat. At 20 the stat items will be +6/+4 respectively. I don't want to get into items that boost saves or feats/traits that do so. But these will become more common if this formula is used. Also will things like a cloak of resistance provide more for initiative?

    Rogue1 chain shirt, DEX+3, INT/WIS+1, imp. init.
    1d10+5+1-2+4 = 1d10+8

    Rogue10 mithril chain shirt, DEX+6, INT/WIS+2, imp. init.
    1d10+13+2+0+4 = 1d10+19

    Rogue20 mithril chain shirt, DEX+9 INT/WIS+3, imp. init.
    1d10+21+3+0+4 = 1d10+28

    Cleric1 scalemail, DEX+2, INT/WIS+3, imp. init.
    1d10+2+3-4+4 = 1d10+5

    Cleric10 mithril scalemail, DEX+3, WIS+6, imp. init.
    1d10+6+6-2+4 = 1d10+14

    Cleric20 mithril scalemail, DEX+4, WIS+9, imp. init.
    1d10+10+9-2+4 = 1d10+21

    Wizard1 no armor, DEX+2, INT/WIS+3, imp. init.
    1d10+2+3+0+4 = 1d10+9

    Wizard10 bracers, DEX+3, INT/WIS+6, imp. init.
    1d10+6+6+0+4 = 1d10+16

    Wizard20 bracers, DEX+4, INT/WIS+9, imp. init.
    1d10+10+9+0+4 = 1d10+23

    Cavalier1 banded mail, DEX+2, INT/WIS+1, imp. init.
    1d10+2+1-6+4 = 1d10+1

    Cavalier10 mithril banded mail, DEX+3, INT/WIS+2, imp. init.
    1d10+6+2-4+4 = 1d10+8

    Cavalier20 mithril banded mail, DEX+4, INT/WIS+3, imp. init.
    1d10+10+3-4+4 = 1d10+13

    Fighter1 banded mail, DEX+2, INT/WIS+1, imp. init.
    1d10+2+1-6+4 = 1d10+1

    Fighter10 mithril banded mail, DEX+3, INT/WIS+2, imp. init.
    1d10+6+2-2+4 = 1d10+10

    Fighter20 mithril banded mail, DEX+4, INT/WIS+3, imp. init.
    1d10+10+3+0+4 = 1d10+17

    I gave the fighter and cavalier starting wealth to be able to afford the 250gp banded mail as well as giving them a +2 int or wis item along with the +4 str +2 dex item at 10. Then a +4 int/wis item and a +6str and +4 dex item at 20. Kinda doesn't seem right for a melee class buying or keeping a headband for int/wis but it will become commonplace when they affect initiative.

    Obviously other feats/traits/items will change this but it's a general idea of what the formula will do.

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    I was thinking of it as a matching bonus working off Dex and not getting every modifier that could be added to the Reflex save otherwise Lightning Reflexes would be much better than Iron Will and Great Fortitude. Even Improved Initiative would not be as valuable as it is now.

    But the slowed fighter is a valid (and problematic) point too.


    it looks like any non fighter/melee class takes a large ding to initiative where classes that aren't so melee focused gain more from this formula.


    Actually, that's not bad. They're mostly all within a 1d10 roll of each other. Even the fighter and cavalier are within 10 of almost everyone else (except the rogue). And I'm not against the rogue having a nice to have for a change.

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    mdt wrote:
    Actually, that's not bad. They're mostly all within a 1d10 roll of each other. Even the fighter and cavalier are within 10 of almost everyone else (except the rogue). And I'm not against the rogue having a nice to have for a change.

    Yeah having read the breakdown list it's not too bad most of my concerns are assuaged enough I'd consider giving it a try in play. If it doesn't work what's the worst that happens--you stop using it and go back to the old way?

    *edit* Although the very fast wizard could be a balance issue as pointed out above but I'd still be willing to try it.


    mdt wrote:
    Actually, that's not bad. They're mostly all within a 1d10 roll of each other. Even the fighter and cavalier are within 10 of almost everyone else (except the rogue). And I'm not against the rogue having a nice to have for a change.

    I'm in agreement I just don't like that a wizard or a cleric should react to full BAB classes. I get that BAB is more for accuracy and more iterative attacks but it doesn't seem right that a fighter should be slower to react than a wizard. I thought it would have balanced out more when the fighter gained the necessary armor trainings to reduce ACP but being 6 less than a wizard still irks me.

    EDIT: I think it's just the MAD issues that will come with this current formula that will favor a wizard since they don't need armor and can invest their points into initiative affecting feats. Dump strength/charisma, buy a 2000gp slotless muleback cords and a handy haversack and the strength dump means nothing and you can spike things more. I know this is a fringe case and is munchkin abuse but done in a way that people already play wizards and wouldn't seem out of the ordinary.


    Hmmm,
    BAB would be too good. And Half-BAB would be the same as Reflex for the full BAB types.

    Liberty's Edge

    Locke1520 wrote:
    Shisumo wrote:
    When I was playing around with using Exalted-style ticks for combat instead of traditional initiative, I decided to make initiative (at the start of combat) an initiative check - DC 5 = tick 6, DC 10 = tick 5, DC 15 = tick 4, DC 20 = tick 3, DC 25 = tick 2, DC 30 = tick 1. It would be not anywhere near as a big a deal to apply ACP to that kind of roll than to a straight init = roll kind of deal...

    This is interesting and I may take a look at something like this sometime.

    A couple of questions:
  • How did you generate initiative when you did this?
  • It seems like you would have a lot more simultaneous actions. Did that bog things down?
  • Initiative was calculated as normal, though I wasn't and am not wedded to that idea.

    I haven't had a chance to play d20 with this system yet, but it doesn't bog things down as much as you might think in Exalted, because of the way the tick system works. Actions take a certain number of ticks to perform, with different actions requiring different numbers of ticks. That tends to spread out the actions fairly quickly, even if they start out fairly bunched up.


    Khrysaor wrote:


    EDIT: I think it's just the MAD issues that will come with this current formula that will favor a wizard since they don't need armor and can invest their points into initiative affecting feats. Dump strength/charisma, buy a 2000gp slotless muleback cords and a handy haversack and the strength dump means nothing and you can spike things more. I know this is a fringe case and is munchkin abuse but done in a way that people already play wizards and wouldn't seem out of the ordinary.

    Well, honesly, wizards already get high initiatives. Especially divination school. Just the fact that they can currently boost their dex to +6 (which they do for AC), and that puts them on the top of the initiative food chain already. So it's basically just more of the same for them.

    Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    The currently proposed set-up almost makes me want to add casting times back into the game but that would go beyond the scope of small changes.

    Half BAB could work or use BAB quality (good-poor) determine the Init bonus equal to a save progression of a similar quality.

    Liberty's Edge RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Shisumo wrote:
    I haven't had a chance to play d20 with this system yet, but it doesn't bog things down as much as you might think in Exalted, because of the way the tick system works. Actions take a certain number of ticks to perform, with different actions requiring different numbers of ticks. That tends to spread out the actions fairly quickly, even if they start out fairly bunched up.

    Ah. I haven't played Exalted but once or twice when the game first came out and didn't remember how the ticks worked at all. Thanks.


    Locke1520 wrote:

    The currently proposed set-up almost makes me want to add casting times back into the game but that would go beyond the scope of small changes.

    Half BAB could work or use BAB quality (good-poor) determine the Init bonus equal to a save progression of a similar quality.

    I don't think so. Half BAB actually works out to be almost exactly poor reflex save. So a Cavalier or Fighter would have the same bonus as from base reflex save, but without the dex component.

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