I liked the description and the way it added realism to the actions of the players ( ie, the faster ones were able to react quicker). I also thought about what to do if the party were in the orcs' position. I believe that a party should be able to self-determine initiative depending on their plan in a surprise round, and if they are capable of communication or devising a way of timing the attack. I know the rules basically allow that with delay and ready, but I think initiative in surprise rounds should be open and rolled after the battle joins.
Any ideas on how to add to this kind of action? (I love the countdown as the players wait in turn to act. It would seem to add urgency)
It seems pretty administratively burdensome, no?
ReplyDeleteWhat about the floating initiative idea?
Create an excel sheet that produces random numbers between 0 and 19 (with no decimal places) and add 1 + the Init mod of each player for each line. Each round recalculate (a simple F9 on a PC) and then sort high to low and you have a floating initiative.
The beauty of this is the dynamic feel of the flow of battle. You may catch an opponent on their heels and get two actions on them back to back, or vice versa. It really rewards those with high initiative mods.
The pain in this is the adjudication of round durations for effects. If rage lasts 4 rounds on your action, then you may get cheated out of some hp if your 4th round has you go first, and the baddies have a full round on a winded barbarian.