Iterative attacks and initiative


Rules Questions


Right. This one makes me feel a little bit silly for having to ask that question after such a long time in RPG, but anyways, here it goes:

Say, I have three iterative attacks due to high BAB and my initiative is 16. When do I get to make the second and third attack?
In our groups it is handeled like this: 1st attack on initiative, second (and third) at the end of the round (initiative count 0).
After several encounters with monsters who had multiple attacks as well but dishing out their damage all in one go, I started thinking.
'Cause the ruling as we have it at our tables seems to penalize PCs heavily.

The search function didn't provide any useful information and I cannot find anything useful in the books either.

Help me out, folks! Thanks in advance.

Ruyan.


You make them all on your turn.


A player takes her entire action on her turn, including all her attacks if she takes a full attack action.

Iterative attacks do not occur on a lower initiative count. If your two-weapon fighting rogue has a 25 initiative, she can make all her attacks on that initiative count.


If this were the case then I would never play anything other than a caster, as the caster gets one spell per turn. So you could essentially deliver your full payload in between a fighter trying to strike you.

Playing it that way means that no matter what the Melee classes are always behind the casters in terms of power, not just at the beginning of the game but throughout the game.

In short your DM is wrong.


Shadowrun has initiative systems that resemble that, but in d20 games, including Pathfinder you just take all your actions whenever your initiative comes up, and then only get to make immediate actions or attacks of opportunity when it isn't your turn.

It would be interesting to try and adapt Shadowrun 3's initiative system to Pathfinder, though. SR3 had everyone roll initiative, act in init order, then subtract 10 from their init. If the number was positive, they got to act again (in init order). Repeat until everyone's negative. Then reroll initiative.

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Bobson wrote:
It would be interesting to try and adapt Shadowrun 3's initiative system to Pathfinder, though. SR3 had everyone roll initiative, act in init order, then subtract 10 from their init. If the number was positive, they got to act again (in init order). Repeat until everyone's negative. Then reroll initiative.

Well, that'd be interesting...


Bobson wrote:

Shadowrun has initiative systems that resemble that, but in d20 games, including Pathfinder you just take all your actions whenever your initiative comes up, and then only get to make immediate actions or attacks of opportunity when it isn't your turn.

It would be interesting to try and adapt Shadowrun 3's initiative system to Pathfinder, though. SR3 had everyone roll initiative, act in init order, then subtract 10 from their init. If the number was positive, they got to act again (in init order). Repeat until everyone's negative. Then reroll initiative.

I would play a full caster and pump everything possible into boosting initiative and get two spells per round almost every round.


Adamantine Dragon wrote:
Bobson wrote:

Shadowrun has initiative systems that resemble that, but in d20 games, including Pathfinder you just take all your actions whenever your initiative comes up, and then only get to make immediate actions or attacks of opportunity when it isn't your turn.

It would be interesting to try and adapt Shadowrun 3's initiative system to Pathfinder, though. SR3 had everyone roll initiative, act in init order, then subtract 10 from their init. If the number was positive, they got to act again (in init order). Repeat until everyone's negative. Then reroll initiative.

I would play a full caster and pump everything possible into boosting initiative and get two spells per round almost every round.

On the other hand, the Dex-based TWF fighter or rogue would be able to do the same. I'm not advocating only one attack per pass (as described above) - each time you came up it would be a full turn. I expect that if used in play (and you'd probably want to have the falloff be -5 instead of -10), it would just result in the PCs getting an extra turn or two that most monsters don't get, except for a few who get an extra turn or two more than the PCs. Maybe you could do something where immediate actions and AOOs refresh when you would act, even when you don't.


Thanks a lot for clearing that up!

Quote:
In short your DM is wrong.

Since I am both, player in two groups and GM in another and we handle it the same way at all tables, it kinda evens out. Hehe.

Ruyan.


Older editions of D&D had you go first and last if you were high enough level to get 3/2 or 2/1 or 5/2 actions. So maybe your house rule is a holdover from that era?


Adamantine Dragon wrote:
Bobson wrote:

Shadowrun has initiative systems that resemble that, but in d20 games, including Pathfinder you just take all your actions whenever your initiative comes up, and then only get to make immediate actions or attacks of opportunity when it isn't your turn.

It would be interesting to try and adapt Shadowrun 3's initiative system to Pathfinder, though. SR3 had everyone roll initiative, act in init order, then subtract 10 from their init. If the number was positive, they got to act again (in init order). Repeat until everyone's negative. Then reroll initiative.

I would play a full caster and pump everything possible into boosting initiative and get two spells per round almost every round.

Except that every time you cast a spell, you had to take a drain test (kinda like a will save), that got progressively more difficult depending on the strength of the spell. Furthermore, you have to maintain that initiative enhancing spell, making EVERY SPELL after that even harder to cast. Taking any type of damage increased the difficulty of casting spells as well. Eventually it got to the point where you passed out, or had an aneurysm and died. Sure, having that mega-high init was nice, but there was a price for it as well.

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