Initiative 

 

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Initiative Rules

1) All parties entering combat must state their intended actions for that coming round.

2) All parties roll a d10. The lower the roll, the faster the party's reactions. (i.e., lower rolls are better than higher ones.)

3) All actions stated in step #1 occur according to the rolled initiative order.

 

MODIFIERS

  • Characters without weapons in hand add a +3 penalty to their melee initiative roll.
     
  • A weapon may have an initiative modifier, per the Master Weapons Chart.
     
  • In case of a melee initiative tie, strikes and damage are simultaneous.
     
  • Spell-users casting a spell add the Casting Time to their initiative. (Casting time is found under the spell description in the Wizard's Spell Compendiums. Casting times listed as single digits means that the spell is able to be cast within one round.)
     
  • In the case of surprise, the surprised party will add a +4 to their initiative roll. (Notice this does not mean the surprising party will necessarily still get to act first!)
     
  • In any special circumstances, the DM will cheerfully apply any other modifiers that may be pertinent to the relative timing of who whacks whom when.

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