
leo1925 |

Ok i haven't read mythic ranks yet, but i have heard that they are weak compared to tiers, although i have read mythic tiers, so why not give the monster two tiers of champion or guardian? that way it has 7 mythic power points to spend on amazing intitiative, which means for 7 rounds it has one more standard action per turn.

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Dual Initiative doesn't really clear up action economy, by the way, I used it as an addon without the rest of the Mythic template and... they never got their second action at -20 Initiative...
If your villains aren't living out (or being able to act) a whole round, I'd suggest addressing that before worrying about initiative.
Unless you're ruling that legendary actions work while stunned/whatever, in which case you could do the same thing with dual initiative (or normal initiative for that matter). Neither, by default, help you out there.
Lair actions do help, for what it's worth. Unless you can stun the lair :)
And the initiative system for 5E is the exact same as the Pathfinder system so it should function the same way.
If it's worked for you in 5e, by all means go for it. It creates the same weird corner cases in each system.
Cheers!
Landon

DundjinnMasta |

If you combined Dual Initiative with Amazing Initiative then the solo creature may have an equal action economy to the players for 3 rounds but if you roll poorly or if the party dismantles it before it's turn (which is a definite danger if you are going for a challenging fight or suspenseful boss). Which doesn't solve the problem of solo monsters, but I like where your head is.

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Don't forget the standard assumption for an AP is 4 players, with 15 point builds and not necessarily optimally built. In those cases a single NPC boss, especially with reach or spell casting, can actually be very effective. Once those assumptions break down you need to start adjusting the AP for your group.