Nat 20 on initiative


Homebrew and House Rules


Ok so I'm running a custom game and one of the pcs rolls a nat 20 on initiative and I think to myself what a waste of a nat 20. Thats when inspiration hits me so I tell the player to pick a monster and roll a intimidation check and I rolled a will check for the monster I failed to beat his check and rolled a d4 and gave the monster the shaken condition for 3 rounds but in order to lock it in the player had to make his first attack against the monster he intimidated since everything that happens during the initiative and the first round happens at the same time. My players really liked this rule and idk if it I actually a rule or if I just made it up but either way what do you guys think about it


Flagging for wrong forum (Should be in the Houserules forum).

I'm not a big fan of the rule myself. It seems very disconnected from the actual Initiative rules. If you're going to make something have a bigger effect on a 20, it should be something that feels like a natural extension of the mechanic. Weapons hit harder (critical hits), Saves bust through things the person might not even have been capable of making before (Nato 20 on a save the guy had no way of making).

If you want to do something special for Nat 20s on Initiative, make it something like the guy who got a Nat 20 gets a Surprise round (and/or gets to act in the Surprise round as if he had Uncanny Dodge).


The way I thought of it is that as a player draws his weapon and charges into combat with the enemy he made the intimidation check on that he dies it with such ferocity that it shakens the enemy and makes him lees effective in combat for a sort time and I feel that more natural than giving them a extra attack but I guess the extra damage would be cool to

Grand Lodge

So, 20 on Initiative, equals free Demoralize action, but suffers an Antagonize effect?

I, don't understand this houserule.


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It's not natural at all.

"That guy has good reflexes" is not terrifying enough to make people frightened.

Besides, even your logic only holds up with a character who immediately charges in to combat when his turn comes up.

What if the Ninja wins Init and spends his turn turning Invisible and silently creeping across the battlefield to shank a dude next turn?

What if the Wizard casts Haste?

What if the Fighter uses a bow?

And a Surprise round is not just "more damage". In fact, unless you're using a ranged weapon, no damage should be involved at all. It's a single extra Move or Standard. Enough to buff or change positions.

A houserule like this should be, above all, CONSISTENT, and not just useful for one of the players in the game.


Rynjin wrote:
And a Surprise round is not just "more damage". In fact, unless you're using a ranged weapon, no damage should be involved at all. It's a single extra Move or Standard. Enough to buff or change positions.

There is partial charges.


That's a bit ambiguous. I allow it, but I don't know how many GMs do.


Many things can become intimidating in combat but let me try this again. A player gets the chance for a free intimidation check to make a enemy shaken for 1d4 rounds if they roll a Nat 20 but they must attack they opponent in some way any way. Perhaps the wizard can add a extra flourish to his spell and shoot the words to make it seem more than it is for example its easy once you get creative and as for a ninja don't get me wrong I love ninjas but they are broken do f*** em and their Naruto shadow clone making invisibility acts as well


Oh and I don't do surprise rounds


So now I don't like your proposed houserule nor do I like your previous one, especially.


And I'm not talking about actually charging just attacking the enemy in anyway the decision is up to the player in just trying to reward something that comes up often and I've noticed that most players are disappointed when they roll a Nat 20 and nothing happens hell I get disappointed for the when that happens but I can see that u make very valid points and I will work to refine it better but I do make rulings that make sense to me even if the rules say no that doesn't woe that way after all even the core rule book says that it is merely a guide line to help you make the best game possible and that wat i do


Is it because I insulted Naruto because it wasn't that good of a show


It's that you did away with Surprise rounds, which essentially makes Stealth worthless, and don't seem to have a good grasp of game balance (Ninjas are broken? Lel).


Rynjin wrote:
That's a bit ambiguous. I allow it, but I don't know how many GMs do.

I was going to protest, but a quick google tells me paizo failed to import the revised 3.5 wording that made it clear you could do so, so I guess it is ambiguous again.

I also allow partial charges on suprise round - I haven't encountered a game yet that doesn't, so I think it is a common interpretation.


Mhart7707 wrote:
Is it because I insulted Naruto because it wasn't that good of a show

... Lol.

I'm dotting this thread for sheer entertainment value.


Blakmane wrote:
Rynjin wrote:
That's a bit ambiguous. I allow it, but I don't know how many GMs do.

I was going to protest, but a quick google tells me paizo failed to import the revised 3.5 wording that made it clear you could do so, so I guess it is ambiguous again.

I also allow partial charges on suprise round - I haven't encountered a game yet that doesn't, so I think it is a common interpretation.

The wording really hints that you should be able to partial charge on a surprise round. Considering that you can partial charge ONLY when you have a standrd action but not a full round action (basically, when you're denied a full but still have a standard available), a surprise round is the most common situation where that happens. I guess the second most common would be when you're at exactly zero hit points.

As for the OP, I have to agree with Rynjin on this. House ruling that a nat 20 on an initiative roll give you something completey not related to initiative and only helps combat focused charavters (and not also support characters or others) is silly. Completey removing surprise rounds is even sillier, as it gimps some of the lowest tiered classes beyond their poor pathetic existences - so much so that even Rogue Glory can't fix them.

But hey, it's your game, and if your players are having fun, then have at it. As long as all the folks at the table agree upon the house rules and are having fun, I say go for it. But know that many people here will just look at such odd house rules and then proceed to explain why they're bad. Not badwrongfun, but logically inconsistent with poor rules integration.


Surprise round- partial charge-pounce, funny thing.


Rynjin wrote:
It's that you did away with Surprise rounds, which essentially makes Stealth worthless, and don't seem to have a good grasp of game balance (Ninjas are broken? Lel).

Well let's be fair before we jump to conclusions. It's entirely possible that enough house rules have been introduced to actually allow ninja's to dominate the game. Not sure I would still call it Pathfinder at that point but it's possible.


Why not give the roller of the high-most-mighty Nat 20 an extra action - be it Standard, Swift, Move to represent these uber-super-dooper reactions they have just evinced? Keep it simple. Anything else outside of getting to act is not connected to what initiative is or does.

On a semi-related note, The Necropunk Campaign Setting from Little Red Goblin Games has a great mechanic called Phase Rounds that happen before any other action in a normal round - only certain uber-quick or prescient classes get to act in a Phase Round. Something like this could work for your Nat 20 Initiative schtick...


If ur a fetchling ninja you are broken I know I played one and the higher the lvl the more broken I got but I'm not here to argue over whether or not Naruto is over powered but as for the surprise rounds I work it this way. The players are beeboping along and a tribe of stupid goblins come out of the forest to attack the players get 6 secs to make your 1 action wether its movement or a standard action the they roll for initiative and unless the monsters attack as part of the ambush then I consider their turn over also I treat the players characters as highly trained and above average fighters so its hard to catch them with their pants down once the enemy makes their presence known but sometimes I consider that things happen so fast that even a single action by a pc will trigger combat so it really boils down to what the pcs do before during and after the enemy makes themselves known


Hey I kinda like that idea wolf


I see wat ur saying blakmane but think of it this way. If you were on the other side of someone and you plan to ambush them and the not only respond much quicker then expected but target you personally and attack with some kind of battle roar it would shake you a little bit trust me I live in a world of violence and sometimes just the presence of a competent and aggressive fighter is enough to make even a battle tasted warrior doubt himself but perhaps I can say that they pcs don't have to attack the monster they made the check against


Mhart7707 wrote:
I see wat ur saying blakmane but think of it this way. If you were on the other side of someone and you plan to ambush them and the not only respond much quicker then expected but target you personally and attack with some kind of battle roar it would shake you a little bit trust me I live in a world of violence and sometimes just the presence of a competent and aggressive fighter is enough to make even a battle tasted warrior doubt himself but perhaps I can say that they pcs don't have to attack the monster they made the check against

Again, this only favors the combatants, not the supporters. How will a nat 20 help a bard going into song, a rogue going into sneak mode, a wizard casting summon monster or haste?

Also, as an experienced combatant with war experience, seeing a competent soldier or "warrior" (for lack of a better term) on the other side does not strike fear in me nor anyone I've had the pleasure to serve with. Pathfinder rules do not always mesh well with reality, and I find it to be a generally bad idea to try to justify rules of a fantasy game with how things work in reality. I have rarely seen this work well.

And lastly, please try to use paragraphs and puncuation. It makes reading posts much easier.

Edit: I only mention my experiences to show that different people have different experiences and reactions to similar situations. And also to try to show that we shouldn't justify rules for a fantasy game using our subjective life experiences.


Ok but the rule doesn't just help combat for the one character but for the whole party so yes it does help the rogue and maybe even the bard under the right conditions.

Also so long as you use common sense you can apply reality to the fame where the rules are ether vague or just not there. Look the rule is weak for a reason its suppose to give the pcs a slight advantage over 1 monster if they make the check. Does the shaken condition help the rouge or bard... No but it does help the fighter ir magus Dutch in the long run helps the whole party..

Besides a party should work ad a team and if they do then what helps one will help them all.


I think the problem is that it is really only worth a dam if you have a decent intimidate skill. If that natural 20 should really have impact i would just say that you go first if you get a Nat 20. That way a low dex guy would some times get the jump on speedy Gonzales like a save Fail on 1 and attack always hit on 20.


I think giving a bonus move action would probably be enough for most. That benefits martials much more than casters, but LIKE I GIVE A FLYING ————


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We have vastly different init scores in our games. My paladin has a score of 0, our sorcerer is in the 15+...

Honestly, 'If someone rolls a Nat 20 on Initiative, then they automatically go first regardless of score' would be fair, thematic and most welcome in my games :)


Also, I love the "It's because I dissed Naruto" line, and will look for excuses to use it elsewhere. Rynjin, I am very disappointed that you did not respond to it and admit that yes, it was because of that. You are clearly biased here and speaking from your heart rather than your head.


Kobold Cleaver wrote:
Also, I love the "It's because I dissed Naruto" line, and will look for excuses to use it elsewhere. Rynjin, I am very disappointed that you did not respond to it and admit that yes, it was because of that. You are clearly biased here and speaking from your heart rather than your head.

Yes, because all TTRPGers are otaku fanboys who fangasm over a classic ninja trick of going invisible. Because, obviously! Grognard = Otaku!

The Exchange

Eh, I dislike ninja because of the CHA Ki thing. So I homebrewed it to use Wisdom again.

As far as a nat 20 on initiative. I usually give that player a surprise round and they act first in the sequence and exactly halfway through the sequence. So they average about three to four extra rounds per combat.


Jericho Graves wrote:

Eh, I dislike ninja because of the CHA Ki thing. So I homebrewed it to use Wisdom again.

As far as a nat 20 on initiative. I usually give that player a surprise round and they act first in the sequence and exactly halfway through the sequence. So they average about three to four extra rounds per combat.

I want to be a level 20 diviner in your game:)

The Exchange

Cap. Darling wrote:
I want to be a level 20 diviner in your game:)

You'd think my players would get the hint that I love Diviners and other "mystic" classes right? Right now I have a thursday game of kingmaker I'm doing, and a sunday game of Dragon's Demand my friend is DMing, over roll20 and skype. PM me if interested.


Jericho Graves wrote:
Cap. Darling wrote:
I want to be a level 20 diviner in your game:)
You'd think my players would get the hint that I love Diviners and other "mystic" classes right? Right now I have a thursday game of kingmaker I'm doing, and a sunday game of Dragon's Demand my friend is DMing, over roll20 and skype. PM me if interested.

Sounds great but Thursday is already gaming nigth. And my Whife and kid wouldent like me spending sunday with strangers:) but thanks.


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Mhart7707 wrote:

Ok but the rule doesn't just help combat for the one character but for the whole party so yes it does help the rogue and maybe even the bard under the right conditions.

Also so long as you use common sense you can apply reality to the fame where the rules are ether vague or just not there. Look the rule is weak for a reason its suppose to give the pcs a slight advantage over 1 monster if they make the check. Does the shaken condition help the rouge or bard... No but it does help the fighter ir magus Dutch in the long run helps the whole party..

Besides a party should work ad a team and if they do then what helps one will help them all.

As I said in the beginning, you can use it if you want. This is a game, and games should be fun. If this rule makes the game more fun for you and your table, then by all means use it. But you asked for people's opinion of the rule, and as I predicted, no one would agree with it. So use it if you like, no one will stop you (except maybe one of your players or your next GM).

Also, with complete sincerity: thank you for using paragraphs and punctuation. It improves the quality of your posts by several steps.


What's the argument against charging on a surprise round?

Quote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Rynjin wrote:
It's a single extra Move or Standard.

I'm for this, roll a 20 get an extra move, in a surprise round that means positioning and an attack, or perhaps a full round attack, or a full round spell, lots you can do with a move.


I would say a bonus move action to show just how fast he's moving, or ruling him #1 on the list regardless of final totals. Easy peasy.


Just make it wok as if he got to use a swift runner's shirt used before The restnin initiative order.


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20s go first, in order of init modifier, then everyone else, even if they have a higher total. Sounds like a brilliant suggestion. Only cloud I see is if you use group initiative for monsters, it could get a bit overwhelming.

Sovereign Court

I already use a House Rule saying that rolling a natural 20 on initiative gives one of the following benefits.

1. If you are surprised you are not treated as Flat Footed during the surprise round as you spot the enemy before they strike.

2. If you roll a natural 20 on a normal initiative roll you get a surprise round action as you get the jump on the enemy.

3. If you roll a natural 20 on a surprise round initiative roll you can take a full round action in your surprise round.

I also have a few other natural 20 rules which include:

If you roll a natural 20 on a saving throw you negate any secondary effects that might happen on a successful save (even if you lack uncanny dodge or a similar ability). So any power that has a lesser effect or 1/2 damage/effect on a successful save does no damage. The exception to this is if you actually need a natural 20 to succeed then this rule does not apply.

If you roll a natural 20 on a skill check, the skill check gets an additional +5 bonus. For instance a character with a +5 in a skill rolls a natural 20, this counts as a 30 as a result.


Sissyl wrote:
20s go first, in order of init modifier, then everyone else, even if they have a higher total. Sounds like a brilliant suggestion. Only cloud I see is if you use group initiative for monsters, it could get a bit overwhelming.

I'd prefer a combined group and individual initiative for the opponents. "Name" opponents get their own individual rolls. The mooks get a group initiative roll.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mhart7707 wrote:
Ok so I'm running a custom game and one of the pcs rolls a nat 20 on initiative and I think to myself what a waste of a nat 20. Thats when inspiration hits me so I tell the player to pick a monster and roll a intimidation check and I rolled a will check for the monster I failed to beat his check and rolled a d4 and gave the monster the shaken condition for 3 rounds but in order to lock it in the player had to make his first attack against the monster he intimidated since everything that happens during the initiative and the first round happens at the same time. My players really liked this rule and idk if it I actually a rule or if I just made it up but either way what do you guys think about it

I'm pretty sure your players will change their tune when the next really big nasty gets a Nat 20 on THEM.

For me, I consider it absolute rubbish. For one thing, it needs a natural One corrollary rule.


LazarX wrote:
Mhart7707 wrote:
Ok so I'm running a custom game and one of the pcs rolls a nat 20 on initiative and I think to myself what a waste of a nat 20. Thats when inspiration hits me so I tell the player to pick a monster and roll a intimidation check and I rolled a will check for the monster I failed to beat his check and rolled a d4 and gave the monster the shaken condition for 3 rounds but in order to lock it in the player had to make his first attack against the monster he intimidated since everything that happens during the initiative and the first round happens at the same time. My players really liked this rule and idk if it I actually a rule or if I just made it up but either way what do you guys think about it

I'm pretty sure your players will change their tune when the next really big nasty gets a Nat 20 on THEM.

For me, I consider it absolute rubbish. For one thing, it needs a natural One corrollary rule.

Totally agree with you about "change your tune" and "absolute rubbish".

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