Skill - Initiative


Skills and Feats

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Liberty's Edge

In my opinion, making Initiative a skill was one of the best things about the Star Wars SAGA RPG. True, it would eliminate the need for Improved Initiative (since Skill Focus: Initiative would take its place), but it would make Initiative more than a static number based on Dexterity and one feat.

When Alpha first came out, we playtested Pathfinder using a more condensed skill list (based on SW SAGA) with this addition, since Pathfinder had some nailing down thier skill system at first.

Don't get me wrong, I like most of what Pathfinder has done with skills. And obviously, Jason sees room for improvement (or at least clarification) too. I think that Initiative as a skill, allowed to all the "Martial" classes would make a welcome addition.

Paizo Employee Director of Games

Hmm... it is an interesting idea I have seen floating around for a while now. Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

Thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Liberty's Edge

As an addendum, the only SAGA skills that I would like to see made Pathfinder are Endurance and Initiative. The only new skill I would like to see develop is Athletics.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I remember that when I read that in Star Wars SAGA, my first thought was "Of course!" - it just seemed so natural. It would certainly be interesting to try.


Without a base bump in skill points for the 2 skill classes[most of which are melee classes] I would not do this one. It is a really nice skill but makes it an almost have to have. And they just don't have the skills

Liberty's Edge

Jason Buhlman wrote:
Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

This is one of the only issues I foresee too. That is one of the only reasons I have been a surporter of the "minimum 4 + Int skill Points" mechanic that also sems to rear up. The classes that have "2 + INT skill points" seem to suffer from a lack of ability to customize.

For example:
A player who would like his Fighter to have Knowledge: Nobility as a skill is penalized twice for that roleplaying decision. Once by it not being a class skill (no bonus +3), and again by a lack of skill points (unless he is really INT). Thus roleplaying and character development is pushed aside for mechanic. Yet the same PC who takes a dip into Paladin gains the class skill and some pretty cool features without roleplaying or development (purely mechanics).

Liberty's Edge

seekerofshadowlight wrote:
Without a base bump in skill points for the 2 skill classes[most of which are melee classes] I would not do this one. It is a really nice skill but makes it an almost have to have. And they just don't have the skills

i agree

while my cleric needs this urgently (dex 10 and no improved initiative feat)...but i just don't have enough skills... and i extend my 5 skills as much as i can (2 base, int 14, and prefered class)

Arnim Thayer wrote:
Jason Buhlman wrote:
Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

This is one of the only issues I foresee too. That is one of the only reasons I have been a surporter of the "minimum 4 + Int skill Points" mechanic that also sems to rear up. The classes that have "2 + INT skill points" seem to suffer from a lack of ability to customize.

For example:
A player who would like his Fighter to have Knowledge: Nobility as a skill is penalized twice for that roleplaying decision. Once by it not being a class skill (no bonus +3), and again by a lack of skill points (unless he is really INT). Thus roleplaying and character development is pushed aside for mechanic. Yet the same PC who takes a dip into Paladin gains the class skill and some pretty cool features without roleplaying or development (purely mechanics).

quite true


I have to say I don't like this idea.

It creates a must have skill, I think those sort of "choices" should be avoided were possible. It seems kind of all or nothing, if you have a high skill level seems like it's pretty much autowin initiative all the time, if you don't auto lose. It removes too much of the chance and variability of combat IMO.

Dark Archive

Arnim Thayer wrote:
Jason Buhlman wrote:
Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

This is one of the only issues I foresee too. That is one of the only reasons I have been a surporter of the "minimum 4 + Int skill Points" mechanic that also sems to rear up. The classes that have "2 + INT skill points" seem to suffer from a lack of ability to customize.

For example:
A player who would like his Fighter to have Knowledge: Nobility as a skill is penalized twice for that roleplaying decision. Once by it not being a class skill (no bonus +3), and again by a lack of skill points (unless he is really INT). Thus roleplaying and character development is pushed aside for mechanic. Yet the same PC who takes a dip into Paladin gains the class skill and some pretty cool features without roleplaying or development (purely mechanics).

Absolutely agree with this sentiment. As an alternative to just more skill points, classes could have special bonuses that were assigned only to class skills, or just certain skills defined by the class. If a fighter can have Climb bonuses, he can have Initiative bonuses as well, without having to go to a higher skill points level.

EDIT: Agree with the above poster though that an Initiative skill cannot possibly grant a full bonus to checks without all initiatives having to be rebalanced. Perhaps the Initiative skill grants you increasing levels of synergy bonus with the checks as you gain more ranks?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Colour me against it as well.

Jason, one of your complaints about Concentration was a 'skill tax' Making initaitive a skill taxes all the classes.

  • Who would it be a class skill for?

  • Who -wouldn't- take it? People worry that Improved Initiative is a must have now. How about when Charlie Cleric is 10th level and has "Only" a +4 from improved init, and Robbie Rogue has a +13 from the skill, before dex, skill focus or anything.


  • Arnim Thayer wrote:
    In my opinion, making Initiative a skill was one of the best things about the Star Wars SAGA RPG.

    There's one small problem with turning Initiative into a skill: you'd have to give it to all the monsters, too, so they can keep up with the PCs.

    -Matt


    Maybe it'd not work in 3P, maybe save this for 3P 2nd Ed.?

    I think one of the easiest ways to help some of classes out with initiative is to allow them to choose Wisdom instead of Dexterity for their initiative rolls. You can either be on the look out for trouble or you can wait until it happens and run on reflex. This helps the heavy armor fighters (who want the will save boost more than the HP boost), and the clerics too (who could never afford an initiative skill).

    Also, you can make initiative a combination of both. This has the effect of stopping Wisdom being a dump stat (from the rogue/fighter school of "I'm going to fail my will save anyway", and the sorcerer/wizard school of "My will save class bonus will make up for it, allowing me to buy more points in Dexterity").

    We've played with both as house rules under 3.0/3.5 and they work okay, giving the expected and desired results.

    Basically, any rule that means Dex. does a little less than it currently does, is a good thing.... ;D

    Peace,

    tfad

    Liberty's Edge

    Matt wrote:
    There's one small problem with turning Initiative into a skill: you'd have to give it to all the monsters, too, so they can keep up with the PCs.

    Just use the abandoned skill points from consolidated skills like Spot and Listen.

    I admit, Initiative as a skill takes some reworking, but no more than Rage powers, or Arcane School powers or a half a dozen other things introduced through Pathfinder.

    As a suggestion, it has merit. As for the workings of it, it has some snags (as noted through the posts above).

    Matt Morris wrote:

    Jason, one of your complaints about Concentration was a 'skill tax' Making initaitive a skill taxes all the classes.

    Who would it be a class skill for?
    Who -wouldn't- take it? People worry that Improved Initiative is a must have now. How about when Charlie Cleric is 10th level and has "Only" a +4 from improved init, and Robbie Rogue has a +13 from the skill, before dex, skill focus or anything.

    It is just a thought to consider.


    While I love the idea of Initiative as a skill and have ever since I saw it in SW SAGA, with so many classes getting only 2+Intelligence skill points per level I have to agree that the change while generally logical and good should be held off at this point. If the minimum were 4+Intelligence skill points per level I would be much more enthusiastic about making this change. As it is the current Initiative system works well enough. Changing it to a skill would be better, but without other changes that are not happening (specifically an increase in skill points) you lose as much as you gain.

    Dark Archive

    Jason Bulmahn wrote:

    Hmm... it is an interesting idea I have seen floating around for a while now. Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

    Thoughts?

    Jason Bulmahn
    Lead Designer
    Paizo Publishing

    How about this -- offer a feat that let's you use your Acrobatics for your Initiative score? There's precedent -- Escape Artist is a substitute for a grapple check...


    I don't like it as a skill, however having more feats that allow for initiative boosts isn't a bad idea.

    Sovereign Court

    Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
    tallforadwarf wrote:

    I think one of the easiest ways to help some of classes out with initiative is to allow them to choose Wisdom instead of Dexterity for their initiative rolls. You can either be on the look out for trouble or you can wait until it happens and run on reflex. This helps the heavy armor fighters (who want the will save boost more than the HP boost), and the clerics too (who could never afford an initiative skill).

    Also, you can make initiative a combination of both. This has the effect of stopping Wisdom being a dump stat (from the rogue/fighter school of "I'm going to fail my will save anyway", and the sorcerer/wizard school of "My will save class bonus will make up for it, allowing me to buy more points in Dexterity").

    Neat ideas. A lot of things could benefit from the either/or treatment. Saves? Will = Int or Cha, Fort = Str or Con, Refl = Dex or Wis. I'd actually love to see them based on both, but that would throw off the scale vs. current saves.

    I'd vote no on Initiative the skill just because it'd be too easy a choice. At least with Improved Initiative as a feat I've got to weigh it against other feats I'd be losing out on.

    Dark Archive

    Add me to the list of people in the no camp. As it stands changing Init to a skill really wouldn't change anything


    I cannot really see the attraction of having Initiative as a skill. Mechanically, it would create a plethora of problems by becoming a 'must-have skill' for all classes and by increasing the gap between differential levels of opponents in combat. Sometimes great flavor can override mechanical concerns, but that is not the case here either, as thematically-speaking, Initiative is not a skill. My advice: Don't do it. Let's keep initiative separate from the skill system. When the time Patfinder RPG 2.0 comes along and backward compatibility with 3.5E will no longer be a concer, then issues such as this one can be revisited, but for now, let's keep it the way it is.

    Grand Lodge

    Pathfinder Adventure Path, Rulebook Subscriber

    Why do people with clerics want to go first? It has been my experience that going last as the cleric lets me react to the unfolding battlefield better, be it with buffs, or heals. Also their is a good chance by late in the round my friendly fighters have triggered an AO or two letting me move about the battlefield to deliver those buffs with a little more ease. Only against undead does it pay to go first, so unless it is an undead rich campaign then I don't want this as a skill, or see a need for it.


    Galnörag wrote:
    Why do people with clerics want to go first?

    When the elf is down, bleeding like he's made of HP, and there's some evil beastie looming over him....

    Well, he's hoping the cleric is going first, no matter what the cleric thinks....

    ;p

    Peace,

    tfad


    Archade wrote:

    How about this -- offer a feat that let's you use your Acrobatics for your Initiative score? There's precedent -- Escape Artist is a substitute for a grapple check...

    Grapple check is BAB + other bonuses.

    Escape artist is ranks + other bonuses.
    Acrobatics is ranks + other bonuses.
    Initiative is nothing + other bonuses.

    Both BAB and ranks can rise at speed of +1/level. This means them can be switched around without end number changing too much. Initiative lacks this sort of +1/level rate of growth. Using a skill instead of initiative would mean the initiative check just gained character level as a bonus to the roll.


    Here's why turning Initiative into a skill is a very bad idea:

    Monster HD and Monster CR are not always equal. Skill ranks are based on Monster HD, not Monster CR.

    For example, a CR 7 Hill Giant could have 12 ranks in Initiative, +3 if it were to be a class skill for a Hill Giant, -1 from Dexterity 8, +4 if he takes Improved Initiative = +18 to initiative.

    So suddenly, our super-slow Dex-8 Hill Giant is sporting a +18 to initiative. A 7th-level character would have to have (7 ranks +4 Improved Init +7 Dex = +18, thus...) 24 Dexterity to be just as "fast" as the Hill Giant.

    The entire idea is based off of Star Wars Saga Edition, aka 4E Beta. If the rule were instituted we'd be pretending to have a Fourth Edition situation, where Initiative progresses at a rate of +1 per +1 level (+1/2 levels is the 4E Way).

    But unfortunately, this isn't Fourth Edition. The monsters' skills go up by more than one rank per +1 CR.

    -Matt

    P.S. Editted example, because original example Skeleton can't have skill points.

    Dark Archive

    Mattastrophic wrote:

    Here's why turning Initiative into a skill is a very bad idea:

    Monster HD and Monster CR are not always equal. Skill ranks are based on Monster HD, not Monster CR.

    For example, a CR 7 Cloud Giant Skeleton could have 17 ranks in Initiative, +3 if it were to be a class skill for a Skeleton, +2 from Dexterity 15, +4 from Improved Initiative = +26 to initiative.

    Well, what about a feat (let's call it Quick Reflexes), with the prerequisite Improved Initiative that allows half the ranks invested in Acrobatics to be used as an Initiative bonus? That Cloud Giant Skeleton at best could have +8 for it's ranks (so +12 for two feats). That's not unreasonable at the high end of things.

    If the Cloud Giant Skeleton could take ranks in Acrobatics (which it can't, with no skill points).

    Paizo Employee Director of Brand Strategy

    Archade wrote:
    Well, what about a feat (let's call it Quick Reflexes), with the prerequisite Improved Initiative that allows half the ranks invested in Acrobatics to be used as an Initiative bonus? That Cloud Giant Skeleton at best could have +8 for it's ranks (so +12 for two feats). That's not unreasonable at the high end of things.

    Why not make it perception instead of Acrobatics? In theory the more perceptive you are, the more time you have to prepare. You needn't be extremely dexterous to start sooner. You just need to be fast if you start later than the perceptive one.

    Dark Archive

    yoda8myhead wrote:
    Why not make it perception instead of Acrobatics? In theory the more perceptive you are, the more time you have to prepare. You needn't be extremely dexterous to start sooner. You just need to be fast if you start later than the perceptive one.

    Sure! And if that's the case, it doesn't have to be tied to Improved Initiative

    HARD TO SURPRISE (General)

    You are tuned to your surroundings, and notice things out of place. When trouble arises, you are quick to notice it.

    Prerequisite: Perception 2 ranks

    Benefit: You gain a bonus to your Initiative equal to half your ranks in Perception.


    Jason Bulmahn wrote:

    Hmm... it is an interesting idea I have seen floating around for a while now. Although I can see the utility of making Initiative a skill, it does make it a must have for a number of classes, some of which are a bit strapped for skill points (and increasing that number is not much of an option at this point).

    Thoughts?

    Yes.

    The thing about using skill for initiative in SWSE is that untrained skills still progress at half your level. It's not a drain on your skill resources. Though I hate that rule, in that context, it works.

    As Pathfinder has (thankfully, IMO) not chosen to go with that convention, I think you are better off without initiative as a skill.


    I vote no against Init as a skill.

    It breaks backwards compatibility. It is a must have skill (thus a skill point tax) and it favors monsters HD (which increase faster than PC levels).


    How about a link between initiative and BAB then?

    Just stirring the pot....

    Peace,

    tfad


    Ehhh, same problem arises. An attempt to scale Initiative the way Fourth Edition does, but because Pathfinder is not Fourth Edition, the idea not only fails, but is unwanted by, well, people who aren't playing Fourth Edition.

    -Matt

    tallforadwarf wrote:
    How about a link between initiative and BAB then?


    Initiative as skill, several musings

    For 3.5 years, I have GMed a campaign under system with Initiative skill (Warhammer Fantasy RolePlay 1st edition). FRP features attacks which come at certain segments of Initiative - divide your Initiative score by number of attacks to find out at what moment you get to act/attack.

    Fixed initiative sped things a lot (WFRP):
    - there is no bout of dicerolling for initiative at the beginning of each combat
    - everyone knows when its their turn to act - it's easier to plan actions and team cooperation becomes more natural
    - it's easier to keep notes on who acts when from GM's side
    - monsters get to have individual initiatives (introduces a lot of variety at no expense)

    That said, introduction of fixed initiative would require (for the purpose of maintaining backward compatibility) making a separate skill.

    1. NPCs (conversion):
    - total levels and HD,
    - divide by 2, round down,
    - add 10

    Fixed initiative skill. Requires (HD+levels)/2 additional skill points.

    2. PCs:
    - as #1
    - no 1/2 cap for skills.

    Fixed initiative skill. Requires (HD+levels) additional skill points.

    Regards,
    Ruemere

    PS. Request: please bump up classes with 2 skills points to 4. As a measure for backward compatibility, simply assume that 3.5 NPCs have 1 skill maxxed (Profession (pick most suitable)), 2 skills at half ranks Knowledge (Local), Initiative).


    ruemere wrote:
    - there is no bout of dicerolling for initiative at the beginning of each combat

    Where's the fun in that? ;p

    Peace,

    tfad


    There is a simpler remedy that doesn't tax the skill points & lets initiative improve with level. Initiative is a REFLEX thing. Why not make Initiative equal to a Ref save?

    The Exchange RPG Superstar 2009 Top 8

    xorial wrote:
    There is a simpler remedy that doesn't tax the skill points & lets initiative improve with level. Initiative is a REFLEX thing. Why not make Initiative equal to a Ref save?

    Makes sense to me. Opposed reflex saves. DMs may choose to save time by having monsters initative=10+reflex.


    tallforadwarf wrote:
    ruemere wrote:
    - there is no bout of dicerolling for initiative at the beginning of each combat

    Where's the fun in that? ;p

    Peace,

    tfad

    You can still take actions which modify your initiative score. Also, GM may assign penalties at the beginning of combat (mired in mud, surprised, exhausted, blessed) which further introduce diversity in initative.

    On Reflex save becoming new fixed initiative

    Very interesting proposal. For example:
    10 + Reflex + miscellaneous initiative bonuses.

    Regards,
    Ruemere


    Honestly, why the hell would we want to add more complication to the system? Maybe a greater improved initiative feat for people who really want to focus on it, but come on, it's not exactly broken as is. You want a system that scales with level, whereas monsters would have to scale for fairness....in the current system, you and monsters have roughly equal initiative scores, so....it actually stays even by not scaling. Why are we reinventing the wheel?


    I have a little insight into this debate. I ran a Marshal with a 31 Charisma (18 Base, +2 Draconic, +5 points from leveling, +6 magic) with the Motivate Dexterity Aura. Our party was DISGUSTING. We killed everything before it could even attack once.

    If there is a chance a new system could unbalance initiative like that (Like every PC dumping max ranks into it) then then I hope the new system never sees the pages of a core book. It will turn into an arms race essentially with the DM trying to get the monsters initiative up so he can actually challenge the PC's.

    Sovereign Court

    Don't make Initiative a skill there is no reason for another skill tax. If we want more ways to boost Initiative add more feats Greater Init or whatever. A better choice would be some feats that focused on other aspects and also added a small boost 1 or 2 to Init. Forgotten realms had a +2 spot Init Blooded I think.


    Initiative? A skill? Hells no. Everyone will take it, it will suck up one skill point per level for every character, and you'll be back right where you originally started, but with inflated numbers.

    If you want higher Initiative Bonuses, add more feats. But creating an Initiative skill is NOT the way to go.


    Why are we trying to complicate initiative? I would rather simplify it. It's a simple D20 role... no modifiers to it... just what you role.

    If you want to specialize in it do it through feats. Improved Initiative may allow you to apply your Dex bonus to your initiative roll for instance, or it could apply a flat +2.

    Overall though, it's really fine just the way it is. Why should we tamper with it?


    Definitely goes both ways, it just seems more fun to make it a skill. A character who is not dextrous at all can really work on having a quick reaction time (putting ranks into it) so that he can out do the guy that has the dex of +8 and eventually train himself to react faster. Class abilities that apply to skills would then be able to apply to initiative. ACP could maybe be a factor...? Improved Initiative is replaced by Skill Focus. A lot of people use initiative like a skill anyways. You and the bad guy both simultaneously decide to jump for the super awesome worth-a-lot thingy. Make an initiatve check. After which, make another to go into rounds, just to name an example.

    Either way will work fine, but the debate everyone has going for which one should win out has great points on all sides.

    Making it a skill could also bring some versatility to it... opposed checks in a duel, whoever is highest acts first in the "surprise round" where both people take a standard action. If you're jumped, you could maybe make an initiatve check to let you act in the surprise round based on a certian DC...? Make an initiative check to determine where in the round you stop being flat-footed... etc, etc. My point is simply that if it is made into a skill, you could find a lot of uses for it and I wouldn't mind seeing multiple uses for initiative.


    Exactly why couldn't you do those things if initiative remained as it was in 3,5e? Possibility of adding +1/level to a roll does not make a roll do anything more or anything less than what you want it to do.

    Sovereign Court

    Put my vote as an absolute, categorial 'NO' on making Initiative a skill. Right now, Initiative is fine the way that it is. The initiative skill would be taken by every PC, taking half of your average fighter's skill points while only one eighth of you average rogue's skill points.

    I also do not have a problem with additional feats, such as Greater Initiative (+8 to initiative), followed by Supreme Initiative (+12). That way if you really, Really, REALLY want to go first you have to make a massive feat investment.


    initiative link to level:

    fighter-classes (high BAB):+1/2 level
    medium BAB : +1/3 lvl
    low BAB : +1/4 lvl


    elghinn velkyn MASTER wrote:

    initiative link to level:

    fighter-classes (high BAB):+1/2 level
    medium BAB : +1/3 lvl
    low BAB : +1/4 lvl

    Close to my idea, but I still think just using the existing Ref Save is best. Jason could put in a Middle Save progression, but that may cause a big stink in the backwards compatibility.


    Just let Improved Initiative be cumulative or something like that (or Greater Imp Init). I categorically don't want to see it as a skill. I don't like it much in SWSE either or in 4e.
    Lower level opponents are already getting screwed because their attack bonuses can't keep up with PC defenses, why do they have to be that much slower as well? How many advantages do we really have to pile on top of the gap between higher level PCs and the mundanes around them?


    I'm going to have to say no to this.

    The bottom line to me is this: Would this change make an appreciable positive change on the game? I just don't really think that it would.

    I am already feeling strapped for hit points as a monk. Acrobatics and Climb are in combat skills for me a lot of the time, so I need t make sure I keep upping those. I am at the front of the party quite a bit now, so I need to keep my perception skill up. Add in escape artist, and I don't really have much left in the way of skills to allocate. Monks are all about their speed and mobility on the battle field, having a high initiative is one of those things that helps that. Right now I am at a solid +9 (+5 dex, +4 improved init). Make a skill, and now I'm going to struggle to keep up, and wthout improved init, I'd fall quite low compared to a monster with the skill.

    Secondly, we have to ask, is the current initiative system really broken (enough) to warrent fixing.

    Initiative has been working fine in my game, with classes that would logically respond more quickly generally going first (bad rolls aside). If in the end, the skill would not really effect the order that people go in, would it really be worth changing a mechanic that would cause a lot of classes to have to dig into their skill pool and find some room?


    DougyP wrote:
    Secondly, we have to ask, is the current initiative system really broken (enough) to warrent fixing.

    IMO it's not broken

    but...

    why not use the number of the Ref.Save for Initiative?
    after all, both are about how fast a character can react to danger.

    increases with level, and reflexy classes have an advantage

    Improved Initiative could be adjusted to giving an increasing bonus as well


    Agi Hammerthief wrote:
    DougyP wrote:
    Secondly, we have to ask, is the current initiative system really broken (enough) to warrent fixing.

    IMO it's not broken

    but...

    why not use the number of the Ref.Save for Initiative?
    after all, both are about how fast a character can react to danger.

    increases with level, and reflexy classes have an advantage

    Personally, I think that would be worse, as far as the game goes, than making it a skill. With a skill, the PC has the choice to invest in it or not. They may decide to improve their initiative, they may not and they get to decide how much the want to invest in it.

    Using Ref saves removes the element of choice, which is particularly damaging to any character who doesn't get a favorable Ref save. And it consistently hoses lower hit dice vs higher hit dice creatures. A fight between a dire bear and a quickling probably shouldn't entail the bear winning initiative quite so often, statistically speaking.

    Plus, I'm not sure I'd want to conflate reflexive defensive measures with making and implementing quick decisions. Feat and skill choices both seem better suited to capture what a high initiative bonus should mean, the ability to quickly react in a decisive manner


    Bill Dunn wrote:
    Plus, I'm not sure I'd want to conflate reflexive defensive measures with making and implementing quick decisions. Feat and skill choices both seem better suited to capture what a high initiative bonus should mean, the ability to quickly react in a decisive manner

    pretty good point, count me with the Nays to change then:

    I'd feel taxed if it where made a skill

    Init = Dex + Wis + Feat would reflect the "ability to quickly react in a decisive manner" a bit more than just the Dex bonus

    low Dex = too slow
    low Wis = undecisive

    I guess when adding two modifiers the Bonus from the Feat would have to increase to grant the same edge over people who haven't got it

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