| Wynter Ignatius |
I don't really ascribe to the belief that wielding a two-handed weapon somehow makes you less responsive on the battlefield, but if it works for your group then more power to you.
The rule itself seems interesting, if a bit arbitrary. I'd caution against using wisdom only because that seems like adding yet another very useful feature to that stat, to the point that I would have trouble justifying choosing to boost any other mental stat. Not exactly game breaking, but it pushes int and cha further down the dump track for most characters.
Some folks have been asking about spellcasting. You could give a penalty to initiative based on spellcasting. Give the mage a penalty to their initiative result on the following round equal to half the level of the spell they cast (or simply equal to the spell level, if you think that's not harsh enough). For example, a mage who starts the combat with an initiative result of 14 casts fireball, so acts at initiative count 11 instead the next round. It's up to you whether to reset them on the following round, or maintain their lower initiative for the rest of combat.
In my games, we roll initiative every round (I have a simple program that does it), which shakes up combat a lot and makes things more interesting. I could see your system really meshing well with that.
I'm still up in the air about Wisdom, but might even consider mixing Dexterity, Wisdom and Intelligence in some equation - I have close to 50 gaming system books here so I might see what I can come up with that encompasses all three stats or more (go ahead and call me crazy; I've been called worse).
I do intend to roll initative each round, so a program might be in order for that so I can keep track of it all easier. Maybe a spreadsheet in Open Office will work as I can whip one of those up with ease.
I still am not sure what to do about those who might switch weapons mid turn or attack a with multiple weapons (worst of the two maybe might be the easiest route to go towards).
I did have a thought though just now though regarding your comment about two handed weapons as being unfairly nixed to slow initiative. Maybe incorporating base attack bonus into it might help. After all, it would be feasibly to believe that say a 16th level fighter might have a slightly better feel for combat than a 16th level rogue or even bard for that matter as combat is their primary job.
I'll do some experiments this weekend and see what I can come up with.
As a post note, your idea about spell casters: what if a caster keeps casting spells each round? eventually, their initiative might reach 0 or lower, unless those points came back with time.
Just snowballing the idea around to stimulate discussion and discourse on the matter so might come up with something that multiple people can see as fair.