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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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