As luck would have it, Judges Guild's Ready Ref Sheets already provides a system very much like this. As written, the system provides for a static initiative number for each combatant based on several factors but not so many as to make it difficult to re-calculate if, say, an archer drops his bow and starts wielding a sword. My only beef with it is that there's no random factor and I don't much like that, for reasons of both "realism" and esthetics. I'm tempted to add a small random factor (1d6?) to ensure that the initiative sequence isn't absolutely identical each round.
Here's my re-working of the JG tables:
Initiative Score | Weapon/Action |
1 | Read Scroll |
2 | Spell (Levels 7-9) |
3 | Short Weapon (Dagger, Hand Axe, Mace) |
4 | Medium Weapon (Sword, Hammer, Battle Axe) or Touch |
5 | Long Weapon (Morningstar, Flail, Pole Arm, Halberd, 2H Sword) |
6 | Very Long Weapon (Mounted Lance) |
7 | Spell (Levels 4-6) |
8 | Extreme Weapon (Pike) |
9 | Missiles |
10 | Spell (Levels 1-3) |
11 | Breath Weapon |
12 | Gaze |
Armor Worn | Initiative Adjustment | Speed (for Monsters) |
| +3 | 18+ |
Non-Metal | +2 | 12-17 |
Metal | +1 | 9-11 |
Plate | - | 4-8 |
Encumbered | -1 | 3 or lower |
Dexterity | Initiative Adjustment |
3-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-18 | +2 |
As usual, Initiative is counted backwards from highest to lowest. In the case of ties, the actual Dexterity of the combatants is compared. For monsters, I assume no adjustment due to Dexterity unless the creature is either notably agile or I want to mix it up and grant a +1 or +2 bonus due to the creature being an exceptional example of its species.
0 Yorumlar