Anything like the opposite of Dual Initiative?


Advice


I’m not thinking things like Slow or the Staggered special quality, rather something where you can act normally one round, but the next round, you don’t even get a turn, thus getting half the number of turns, in other words, the opposite of Dual Initiative’s two turns a round.

It isn’t terribly important. I’m just brainstorming ideas right now, but the ideas are based off of one side getting a buff, such as the Haste spell, while the other side gets basically the opposite, which in the Haste case, would be the Slow spell.

But Slow is too, I dunno, restricting I guess. I’d still like that idea of one side speeding up but the other slows down, but only getting a single attack or move a round is really crippling, whereas, theoretically, only getting a turn every other round would technically be less so, if you have enough attacks in a full attack anyways, or are needing to move farther than a move action two turns in a row.


Losing a whole turn is more crippling than the slow spell.

And if one side gets 2 turns and one side 1/2 turn, that's 4x turns effectively for the side at advantage.


Confused is probably closer as staggered. If you want it as a permanent condition, there is the insanity spell. Might make an interesting encounter, if the creature would be overwhelming otherwise - just keep in mind the confusion dice rolls might decide the battle.

And it depends heavily on the creature how crippling slowed / staggered really is. A TWF fighter / natural attacker is handicapped way more than a full caster. It really gets odd when you go by RAW and allow pounce while staggered. Finally, slow can be neutralized by haste, dispel magic and freedom of movement.


Unless you're using the 3.0 version, Haste is way weaker than Dual Initiative. For a reverse to Haste, I would just make a custom effect:

Time-Drained: An affected creature moves and attacks at a slowed rate. When making a full attack, a time-drained creature must forgo the attack at its highest bonus. Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.

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