Yet Another Initiative Variant
Dynamic Initiative
At the beginning of each round, each creature decides what actions it wishes to take on its turn. It consults the table below (or the DM) to determine what Initiative Die it rolls. Then each creature rolls its Initiative Die then adds its initiative bonus to that roll. If you would take multiple actions, use the smallest die of the chosen actions.
Initiative dies
Die | Action |
---|---|
1d20 | Do nothing |
1d12 | Dash, Disengage, Dodge |
1d10 | Attack (light weapon), Any other bonus action |
1d8 | Attack (normal weapon), Cast a cantrip |
1d6 | Attack (heavy weapon), Any other action |
1d4 | Cast a spell (casting time 1 action) |
1 | Incapacitated |
Special cases
- A creature may declare that it is not going to move on its turn. This provides advantage on the initiative roll.
- A surprised creature adds -10 to its initiative result and cannot take reactions until the end of the round.
- Any effect that would grant a bonus to your initiative roll, you instead increase the size of one die (d4 to d6, etc).
- Any effect that would grant you advantage on initiative, you may apply that as usual to the initiative die you roll.
- You may no longer ready an action but instead you may delay your turn until another point in the order. If several creatures delay, the original order remains if several choose to act at once.
- Anything with a duration that lasts until the end of your turn, instead lasts until the end of the round where the turn took place.
Changing your mind
If a player decides to perform an action other than what they declared, they may choose instead to use a Reaction and perform an action from the options with a Initiative Die of greater or equal size to the one they prepared.
If a creature declared that it is not going to move, it may not voluntarily move on its turn.
Order of declaring actions
The DM declares enemy actions first. This makes encounters easier, which the DM should compensate for.
- For example, this allows a player to choose a quick Dodge if the DM hints that a dragon is going to use its slow breath weapon.
Use 1d10 for bonus action spells?
- Advantage: enables fast reactive healing using Healing Word.
- Disadvantage: need to decide between action/bonus action spells when declaring your action.
Should movement cost extra?
Not in general. But adding an option to improve the initiative roll by promising not to move adds additional strategic options.
- Realistically, if a melee attacker charges a ranged attacker, the ranged should go first. The ranged attacker would opt to not move to improve the odds of going first.
Roll20.net macro
&{template:default} {{name=@{selected|character_name}}} ?{Action| Do nothing (d20),{{Do nothing=[[1d20 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Dash, Disengage, or Dodge (d12),{{Dash, Disengage, or Dodge=[[1d12 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Attack (Light Weapon) (d10),{{Attack (Light Weapon)=[[1d10 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Other bonus action (d10),{{Other bonus action=[[1d10 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Attack (Normal Weapon) (d8),{{Attack (Normal Weapon)=[[1d8 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Cast a Cantrip (d8),{{Cast a Cantrip=[[1d8 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Attack (Heavy Weapon) (d6),{{Attack (Heavy Weapon)=[[1d6 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Other action (d6),{{Other action=[[1d6 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Cast a Spell (d4),{{Cast a Spell=[[1d4 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]]| Incapacitated (1),{{Incapacitated=[[1 + [[0.01 @{selected|initiative_bonus}]] &{tracker}]] } }}