Critically Succeeding Initiative and Flat Footed


Homebrew and House Rules


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So, as it currently stands, a combatant is not flat footed at the start of combat before they have acted (with the exeption of some rogue interactions). I was thinking about the possibility of using the +/- 10 Critical system on initiative in the following way:

When your initiative result is 10 or greater than another creatures result during the first round of combat, they are considered flat footed to you for the first round of combat. Rolling a natural 20 makes all creatures flat footed to you for the first round of combat.

I liked the idea initially because:

1. All of the values (should be) written down and handy, so it doesn't require a lot of additional calculation.

2. It does a better job of describing in game when two people have vastly different initiatives. If you had just two combatants, one with a score of 21 and the other with a score of 5, the large gap in readiness doesn't show up in game despite the significant difference in how the two combatants rolled.

3. It makes getting a natural 20 awesome on initiative, and it rewards the combatant in a significant but not game breaking way.

Finally, I think that if multiple people were to get a natural 20, that they would not be flat footed to each other.

Verdant Wheel

Surprise Attack
(Rogue 0th)
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are fiat-footed to you.


This seems like a pretty cool houserule.


sherlock1701 wrote:
This seems like a pretty cool houserule.

Really, I figure it won't break the game too much, but it will just add a fun element. I think it also fits in universe pretty well and it works perfectly with the current +/- 10 crit rules that exist.

Sovereign Court

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Rather than tracking everyone's initiative to see if you beat enemy 1 by 10 or more so he is flat-footed to you, but you didn't beat enemy 2 by as much so he is not flat-footed to you, my house rule simply says "If on an initiative roll you get a natural 20, all enemies are flat-footed to you in round 1."


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This is a very nice idea!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
AvalonRellen wrote:

So, as it currently stands, a combatant is not flat footed at the start of combat before they have acted (with the exeption of some rogue interactions). I was thinking about the possibility of using the +/- 10 Critical system on initiative in the following way:

When your initiative result is 10 or greater than another creatures result during the first round of combat, they are considered flat footed to you for the first round of combat. Rolling a natural 20 makes all creatures flat footed to you for the first round of combat.

I liked the idea initially because:

1. All of the values (should be) written down and handy, so it doesn't require a lot of additional calculation.

2. It does a better job of describing in game when two people have vastly different initiatives. If you had just two combatants, one with a score of 21 and the other with a score of 5, the large gap in readiness doesn't show up in game despite the significant difference in how the two combatants rolled.

3. It makes getting a natural 20 awesome on initiative, and it rewards the combatant in a significant but not game breaking way.

Finally, I think that if multiple people were to get a natural 20, that they would not be flat footed to each other.

This is a nice rule, I'll be using it in my game.

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