unfair initiative
Add to your turn-based combat system of choice. Roll 1d10:
- Opposition goes only. Advantage on next initiative.
- Party can elect to flee, then opposition goes only. Advantage on next initiative.
- Party declares actions, then opposition goes, then party resolves actions.
- Phased (bias towards opposition.)
- Opposition goes, then party goes.
- Party goes, then opposition goes.
- Phased (bias towards party.)
- Opposition declares actions, then party goes, then opposition resolves actions.
- Opposition can elect to flee, then party goes only. Disadvantage on next initiative.
- Party goes only. Disadvantage on next initiative.
Apply advantage or disadvantage as contextually appropriate (having the high ground, etc.)
simpler version
- Opposition goes only.
- Party declares actions, opposition goes, party goes.
- Opposition goes, then party goes.
- Party goes, then opposition goes
- Opposition declares actions, party goes, opposition resolves actions.
- Party goes only.
phased initiative
If phased with bias towards party, go in following order:
- Opposition declares spells
- Party declares spells
- Opposition declares ranged attacks
- Party declares ranged attacks
- Opposition declares all other actions
- Party declares all other actions
- Party resolves all other actions.
- Opposition resolves all other actions
- Party resolves ranged attacks
- Opposition resolves ranged attacks
- Party resolves spells
- Opposition resolves spells
If phased with bias towards opposition, reverse all relevant terms above.
bibliography
- Craig, Initiative Should Kill You
- Necropraxis, Overloading the Encounter Die
- Prescott, Nothing at the bottom: MOSAIC Strict RPG Design1
even if this procedure does not really qualify :)↩