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Initiative... Group Initiative (Optional Rule)

1383930579
Stephen S.
Pro
Marketplace Creator
Sheet Author
API Scripter
/me [[ ?{Group Initiative|0} + ?{Your modifiers|0}&{tracker} ]] for initiative. Prompts the player for the group initiative (rolled by one player) and then for the players total initiative modifiers.... and adds the slected token to the the turn tracker. Player's Handbook: Some people believe that using a single initiative roll for everyone on the same side is too unrealistic. It is, admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative.Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56.
1384327195
Gold
Forum Champion
I'm a big fan of that type of optional Initiative in 2E. The initiative method where you roll 1 party initiative, but each PC modifies that roll with their own Initiative Modifiers (usually the weapon-speed for fighters and P.S. this is the easy way to incorporate Weapon Speed in the game... and it's Casting Time for spellcasters.) Table 56 like you said. It's on Page 94 of my original edition PHB. I'm going to try your Macro for this. I'm going to go ahead and add the macro to my game now, so I can try it next time we're playing. Looks cool conceptually. Thanks for sharing this sort of info on here.
1384550029
Stephen S.
Pro
Marketplace Creator
Sheet Author
API Scripter
<a href="https://gist.github.com/baldar/7fd1d0e1a8e53898cfc" rel="nofollow">https://gist.github.com/baldar/7fd1d0e1a8e53898cfc</a>... So working draft... The API does the following: Rolls 1d10 for the party and then 1d10 for the GM and outputs as seen in the chat under "NEW ROUND!" The API reads the "green" bar value for each player token, it should have initiative modifiers (dex, weapon speed, etc) as summed by the players. (We use the red bar for HP and the blue bar for AC... was never using the green bar.) Output the individual initiative as seen in the chat below "party" and "GM." Pushes a sorted list into the turn order pane. So in this example "Tim" the quick thief goes first, followed by the GM's owlbear, then Bob with his long sword and lastly Tom with his heavy slow two handed sword.