House Rules; Initiative By Spelllessness
Initiative By Spelllessness
“Exactly! It’s real and I can touch it.”
Jack Burton from Big Trouble in Little China:
A simple house rule designed to alter the inherent power level of various classes and sets up a cosmology where knowing magic always and automatically means you aren’t as alert to the events of the entirely material world around you. Also, this is nothing more than a minor tweak on the same basic idea from yesterday, but with a different variable as the lynchpin.
Each combat round is broken into 10 phases, though in most combats you can skip many of them. Within each phase, all characters acting in that phase act in order of their initiative modifier (calculated normally).
In phase one, only characters and monsters with no spellcasting or spell-like abilities, and those with only o-level spells or spell-like abilities act.
In phase two, all characters and monsters with spellcasting limited to 1st and lower level spells and 1st or lower level spell-like abilities act.
In phase three, those with up to 3rd level spells and 3rd level spell-like abilities, in phase 4 up to 4th level, and so on.
No other rules need change, and all three phases are still part of a single round. You can hold or ready an action to go in later phases, just as you could hold or ready and act at a lower initiative.
As compared to yesterday, which focused on your level of dedication to combat ability as the thing that lets you go first, in this system the more magic you know the later you go. This means you no longer have rogues going after fighters, or clerics going before wizards. It also mans the bigger an eldritch badass you are, the more you pay for it by other people going before you in the potential games of rocket-tag.
Being a wizard just got tougher.
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