I would like to play a traditional celtic bard, druidic trained in flora, fauna, and fey lore. Knowledgeable in geography, local, and noble lore from travels.
I put into practice an initiative system, that my players were at first skeptical about, but later liked after using it for a few sessions. Initiative was rolled with a d20 still, but initiative modifiers subtracted from that roll. Results of 0 or less indicated that that party member or monster got a surprise action. Then the count began 1, 2, 3, ... When each person's initiative came up, I took their declaration of intent, and told them how long their declared action would take to reach its resolution. That is when that action would resolve, and their next action could be declared. I set values to each type of action, that was the initiative modifying cost of that action, and had the chart laid openly on the table, so no changes could be made mid combat. This initiative system opened up combat chases, people evading by moving out of area targeted AoEs. Declared movements causing two individuals to run into each other. (I gave party members a reflex save to move in a coordinated fashion past one another.) I also began seeing players coordinate their attacks/actions to help one another. I also had to alter duration of spells into initiative factors as well, especially combat buffs, damage over time spells etc...I had each round equal to 10 initiative count, thus a two round duration spell would last 20 initiative count. Issues like attacks of opportunity, guarded actions, held actions, and the like brought up some debate, but we worked our way through them. I also allowed players to use feats like improved initiative to buy off some initiative costs, and hasten the resolution of their declaration. Haste also effected the initiative costs of certain actions, etc...
15. Celestial Tonic
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