Crit Success/Failure Initiative [Archive] - Wizards Community

Post/Author/DateTimePost
Kruulus

04-17-06, 01:55 PM
here's a house rule my group has started using and we kinda like the flavor of it.

on a nat 20 initiative roll the character gets an extra move action on his first turn. (yes, this does mean that a character can move his speed then full attack)

on a nat 1 initiative roll the character gets only a move action (plus swift and/or free actions if possible)

the character's placement in the initiative is still determined by thier roll plus modifier, so if you happen to have a high initiative modifier it's possible for you to roll a nat 1 and still have someone take thier turn after you without a penalty of thier own.

this adds some occasional fun to otherwise uneventful initiative rolls, and our group has not noticed it to be unbalancing to the combat system.

my very first initiative roll after we decided to play with these rules i rolled a 1 and it was no big loss.
Hariman

04-17-06, 06:05 PM
Personally, I wouldn't use it or want it in my games. It's not something that I think is necessary OR a good idea.

Think about it. Every so often, something will roll a 20 and get to move then full attack on the first round. And about as often as that, someone will only be able to make one attack, or only cast one spell and do nothing else.

That's not the kind of randomness that I like while playing D&D.