Brainstorming an Initiative Variation


Homebrew and House Rules

Liberty's Edge

I've been following the initiative discussion on the "What are YOUR houserules?" thread the last couple days and it's got me thinking about changing how I do initiative. Right now, I do RAW initiative.

This is what I am considering. I am seeking opinions, possible abuses or repercussions, things like that.

Basic Mechanic
When combat starts each player makes a choice as to whether to compete for initiate or not (Thinking of calling this ACT or REACT).

Players/monster who choose to ACT, roll initiative normally. After all ACTORs have taken their turns, the REACTORs take their turns in order of initiative bonus (essentially they "take 0," but can't go before an ACTOR).

Players who choose to REACT are carefully observing the battlefield and get a boon for the caution. This takes the form of either a 1+1/5 levels bonus that they can apply each round to Attack, Armor Class, or saves (Fort, Reflex, or Will); a + 1 bonus to spell Save DC, or a 1+1/3 levels bonus to damage. 1+1/5 levels means +1 at first, +2 at 5th, +3 at 10th, etc. These would be considered Initiative Bonuses and thus stack with all existing bonuses.

Ready/delay: These actions work as normal except as follows. If readying/delay moves a character's turn from ACTOR to REACTOR they will gain the REACTOR Initiative Bonus on their next turn (the following round). If readying/delaying changes a character's turn from REACTOR to ACTOR they will keep their bonus until the end of their readied/delayed action.

Okay, that's it at the moment.

PROs and CONs as I see them (YMMV)

PRO: Adds some choice and strategy to initiate. Worried about that wizard's? REACT and add to saves. Waiting for the Cleric to buff you before you charge into the fray? You'll get a bonus of some sort for picking you moment. I can think of tons of uses/situations for REACTing and going first (ACTing) has always had its own rewards.

CON: Adds some complexity to initiative. Probably some things I haven't thought of.

Thoughts?


One concern I have is that it turns the disadvantage from a poor initiative build into an advantage by becoming a reactive character. Sure, you'd still go last in the reactive round, but you gain the reactive bonuses.

Liberty's Edge

Create Mr. Pitt wrote:
One concern I have is that it turns the disadvantage from a poor initiative build into an advantage by becoming a reactive character. Sure, you'd still go last in the reactive round, but you gain the reactive bonuses.

Good point. I suspect that even high initiative characters will move to REACTOR at some point in almost every combat. Ultimately, this means that all characters will get a power bump in this system. Monsters too of course. Slow monster will always be reacting and could improve their saves or ACs.

To make high initiative player more valuable, Improved Initiative would likely have to be changed and/or other ACTOR feats created based on this system, with a pre-requisite of Improved Initiative probably.

rough example
Press the Advantage[ACTOR]
Prerequisite: Improved Initiative, 3d6 Sneak Attack
Benefit: Whenever you are an ACTOR, you treat REACTing opponents as flat-footed.

yes, I see possible Special Initiative options as a boost and unique role for the rogue.

Liberty's Edge

Other possible options to give the rogue would be abilities around lock opponents into their choice, forcing opponents to change their choice, or getting REACTOR bonuses while ACTing (essentially giving them a weaker form of the inquisitor's Judgement ability)

Just brainstorming here, but I like where my brain is taking me so far.


I think this is a really cool idea! Following Mr. Pitt's input I would make the bonuses a static number, but additionally add a bonus to identifying abilities. I think I might scoop this up my next campaign.


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The only houserule we use is its rolled on a d12.
Makes those who spend feats on bumping it less likely to loose out to a DEX dumped Cleric. And the d12 needs some love.

Liberty's Edge

Yeah, I was first leaning towards static bonuses, but I ended up with increasing bonuses because I want the ACTOR/REACTOR decision to still matter at higher levels.

A couple other behind the number things: Clearly I used the Inquisitor's Judgement progression for the advancement of the dynamic bonuses.

The Inquisitor doesn't have a way to increase the save DC of their spells. This is a pretty powerful ability at all levels, so I felt that it could stay static.

I also deliberately made the bonus to saves higher than the bonus to spel DC, so that actively resisting spells (by REACTing to ACTing or REACTing casters) would stay viable at higher levels, and in fact become an important strategy to resist the high spell save DC some characters end up with.

Since monsters often have higher HD than the party level, their REACTing bonus will be correspondingly higher. Thus a tough slow solo-monster might be able to be a little tougher to hit or tougher to take out with save or sucks spells.

Here are some abilities I thought of as a rogue talents or they could be a feats for everyone.

A Rogue can ignore the REACTOR bonuses of a number of opponents equal to their INT modifier (minimum 1). This might involve a successful bluff check.

When a Rogue hits with a successful sneak attack, she can waive 1d6 of her sneak attack damage to change cancel the opponents REACTOR bonuses for 1 round

or

When a Rogue hits with a successful sneak attack, she can waive 1d6 of her sneak attack damage to force the opponent to stay in their current state for a number of rounds equal to the Rogue's DEX modifier"

There are many more options that would of course all need tweaking and balancing. That is why this thread is called Brainstorming.


On first read, this seems appealing. But...

I share Mr. Pitt's concern, REACT becomes an attractive choice for characters that believe they'll often lose out in initiative checks, so might as well wait to go after the agile characters and instead take the bonus. The REACTing character chooses to do something akin to a Delay initiative action, though giving up control of when precisely to act in return for a bonus to attack, defend, or save, and making the choice before anyone rolls for initiative - in contrast to the character who gets initiative but chooses to Delay or Ready.

Perhaps a REACTOR has to give up more to balance the bonus - say, they can only accomplish a standard or move ation, not both and not a full-round action - though they could start one, except of course for full attack, charge, run, or withdraw.

What's the interaction between the ACTOR/REACTOR choices and the rule about being flat-footed until one has taken action? I presume the flat-footed condition governs, and the character doesn't receive its REACTor bonus until is is acting (for offensive bonus) or has acted (for defensive bonus).


The Sweater Golem wrote:
Players who choose to REACT are carefully observing the battlefield and get a boon for the caution. This takes the form of either a 1+1/5 levels bonus that they can apply each round to Attack, Armor Class, or saves (Fort, Reflex, or Will); a + 1 bonus to spell Save DC, or a 1+1/3 levels bonus to damage. 1+1/5 levels means +1 at first, +2 at 5th, +3 at 10th, etc. These would be considered Initiative Bonuses and thus stack with all existing bonuses.

That's similar to what Rolemaster/RMSS used where you had a snap, normal, and deliberate phase in each round where initiative mattered/was called for. I like it.

Ruyan.

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