The PROBLEM with DnD 5e Initiative - The d20 and It's Modifiers Are to Blame #dnd #dnd5e #ttrpg

The PROBLEM with DnD 5e Initiative - The d20 and It's Modifiers Are to Blame #dnd #dnd5e #ttrpg

Heath's Geekverse

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@kaydonrubalcaba
@kaydonrubalcaba - 17.03.2025 07:16

Just double dex mods for initiative roles if your worried

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@Nindeku
@Nindeku - 17.03.2025 07:16

Probably One of the worst opinions I've ever heard.

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@TheRosgath
@TheRosgath - 17.03.2025 07:19

BG3 uses a D4 for Initiative. Seems like a decent idea.

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@Rena_Ichigawa
@Rena_Ichigawa - 17.03.2025 07:31

The alert feat would like a word.

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@captainkaveman4470
@captainkaveman4470 - 17.03.2025 07:46

I hear opinions but no solutions. What do you suggest to fix it?

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@williammoore9794
@williammoore9794 - 17.03.2025 12:12

D6 for initiative worked well in the past. If it ain't broke etc

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@murgel2006
@murgel2006 - 17.03.2025 18:03

If you need an initiative system use the way they do it in The Dark Eye or another "engineered system"

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@RIVERSRPGChannel
@RIVERSRPGChannel - 17.03.2025 19:27

That’s where improved initiative would be good

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@hanlonsrazor9441
@hanlonsrazor9441 - 17.03.2025 21:59

D6 for players and enemies. Highest team goes first. Takes the guess work out of whose turn it is and gives players a chance to work together as a team or create synergy. If players go first whoever speaks up can act first or give them a quick minute to collaborate and say what everyone it doing. It works well for my group so far.

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@je5304
@je5304 - 18.03.2025 13:55

Dex is saves, initiative, AC... i don't know any player that would dump it let alone only have a +1. Plus as another stated, Alert feat.

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@ActualSun
@ActualSun - 19.03.2025 04:40

This is why for my TCRPG system I’ve been building, you roll a number of D sixes equal to the stat instead of using a modifier

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@VirtuallyRealRPG
@VirtuallyRealRPG - 19.03.2025 16:01

I don't use D&D at all anymore as this is not the only problem! In my system, I don't even use rounds! Actions cost time. The GM marks off the time cost. The action is resolved. Offense then goes to whoever has used the least time. On a tie for time, roll initiative to break the tie. All rolls are on consistent bell curves, not flat d20.

Time per action can differ from combatant to combatant by as little as ¼ second.

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@WilliamWorkman-wg1ib
@WilliamWorkman-wg1ib - 19.03.2025 16:19

I have a D6 home-brew called XD6. Each player rolls for himself, and the DM rolls for each group of monsters. No mods. The players who rolled higher than the DM go first in whatever order they choose (a little meta, but reflects strategy). In the case of a tie (which is frequent with a d6) the DM decides who goes first, or if it's simultaneous. Usually whoever has the higher agility or a missile weapon goes first. It's very fast and we don't need those little clothespin tracker things.

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@KillerGamesINC
@KillerGamesINC - 21.03.2025 02:59

What if we rolled a D10 instead?

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@swordsnstones
@swordsnstones - 29.05.2025 08:40

For my swords n stones game initiative and advantage are merely determining if the pc attacks or defends. 1d6...123 attack....456 defend. We then roll 2 opposing d20, one for the attacker one for the defender. Attacker adds the str or dex mod for either melee or range. Defender adds AC mod for defense. All rolls against the DC for the level of the pcs. For turns we just go clockwise round the table.

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