Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

New Initiative Rules

1629427733

Edited 1629427787
Hey guys, Glad we are back at it. Last night was fun!  As I mentioned during the game, I will be changing how initiative works going forward.  1. Side initiative. Roll 2d20; first d20 is players, second d20 is monsters. Winning side goes first. 2. Monsters act in any order. 3. Players act in a set order from highest to lowest initiative bonus. Advantage adds 5 to your total initiative bonus, while Disadvantage subtracts 5 from your total initiative bonus. Initiative bonus ties are broken first by highest DEX score, then second by highest WIS score, and then third by highest INT score. a. Each round, at the start of his turn, a player with higher initiative may delay his turn until after some or all of his companions act. b. Each round, at the start of his turn, a player with higher initiative may swap places with a player with lower initiative, if both agree. Your party will act in this order:  1. Wick (+6) 2. Hunter (+4) 3. Beau (+2) 4. Eisen (+0) 5. Trev (-1) Hopefully, this change will keep things orderly and help me to respond to each of you faster, while still keeping combat very fast (no rolls needed at the beginning) and a little bit unpredictable (side initiative still affects the tide of battle). Cheers, Rob P.S. If I am missing some kind of initiative bonus or ability from your sheet, let me know here and I will alter the initiative order.
I agree with this mostly, I think the advantage and disadvantage modifier would slow the game down,  but that's my opinion. 
my reasoning is, the more math you introduce into the game the slower the game.  Also advantage and disadvantage already effect attack rolls, saves, skill checks, ect.  i don't think it should effect the initiative as well.  But I will follow your lead on this. 
Hey Stan, I'm just talking about abilities that grant individual characters advantage/disadvantage (or other bonuses) on initiative. The order of player actions wouldn't change, except for the affected person, who would get to act sooner on the "player side."  For example, if you are a 7th level barbarian with the Feral Instincts ability (which grants advantage on your initiative rolls), and you already had a +3 initiative bonus, your total would change to +8 (3 + 5 for Adv.). So, you would go before anyone with +7 or less when the player side acts. There wouldn't actually be much math involved because once you got that barbarian ability, you would tell me and I would permanently alter your "initiative bonus of record" so that the player side order was always set with you up top. Make sense? All Best, Rob
It does make sense.  sorry for adding confusion to the issue.  
you need to make this right, Stan.
Sunavabitch I'm Sorry. LOL