| Lanathar |
So prompted by the Swashbuckler playtest where they gain Panache if they roll initiative with either Acrobatics or their associated style skill I am interested in what form of initiative rolls people who have played so far have allowed or seen in their games?
I am currently embedded in a 1E game so haven't had chance to play myself
I remember hearing a lot on Stealth for initiative if you are sneaking during the surprise round but what others are there?
The Swashbuckler options are Acrobatics, Intimidate, Deception and Athletics. Deception is also relevant for some Leshies...
| Wheldrake |
In general, rolling initiative with a skill other than Perception depends on what you were doing during Exploration mode prior to entering Encounter mode (combat).
If you kick off initiative by kicking down a door, an Athletics checks seems very appropriate.
If you swing into initiative from a chandelier, or by tumbling across a crowded marketplace, Acrobatics seems appropriate.
But if you're not the one initiating conflict through your actions, like in these two examples, I have a hard time imagining an exploration more activity that involves you using Acrobatics, Intimidate or Athletics.
Though I'm eager to hear other ideas.
The ShadowShackleton
|
Deception in initiative:
Inigo Montoya:
I admit it, you are better than I am.
Man in Black:
Then why are you smiling?
Inigo Montoya:
Because I know something you don't know.
Man in Black:
And what is that?
Inigo Montoya:
I... am not left-handed.
Man in Black:
You are amazing.
Inigo Montoya:
I ought to be, after 20 years.
Man in Black:
Oh, there's something I ought to tell you.
Inigo Montoya:
Tell me.
Man in Black:
I'm not left-handed either.
| NielsenE |
Acrobatics and Athletics both have the party-unfriendly aspect of a character being a little wild and instigating the combat -- likely short-circuiting a possible diplomatic solution, since they don't fit into exploration mode easily. (Unlike stealth, deception, survival(tracking), etc).
Now the wild/uncontrolled persona does fit the swashbuckler, but tying an important mechanical benefit to being so has the potential to be very disruptive.
| SuperBidi |
I haven't had a chance to DM PF2 right now, but I think I'll be very permissive about Initiative rolls.
You disguise yourself as one of the cultists => Deception for Initiative
You sneak, even if there's not much reason to do it => Stealth
You get to an upper position, jumping in to the fight as it starts => Athletics
You are detecting magic and an enemy has an active effect on him => Arcana
You are following the tracks when the combat breaks in => Survival
You cast an Augury just before entering the room => Religion
You analyzed the building map before entering it => Crafting
And so on...
It encourages players to find creative ways to explore instead of just rolling Perception all the time. And I don't think it breaks the game too much to allow Initiative on other skills. Perception is already a very good "skill" that doesn't need to be buffed and Initiative is not that important for a small bonus to change greatly the outcome of a combat.