Reflex Focused Initiative System

The Rationale

In response to the initiative system tweeted by Mike Mearls, and later followed up with an Unearthed Arcana publication, there have been a variety of tweaks, takes, and offshoots of initiative systems released by the community. The common feature of these systems is that they attempt to model the speed of various weapon types and actions by using differently sized dice according to actions chosen in advance by players.

Arguments for a different system

To shake up the default initiative system in which turn order becomes predictable after the first round.

To inject an opportunity for more tactical decisions.

To minimize the relative power of and reliance on the Dexterity ability.

Criticism of speed based systems

Rolling multiple different dice each turn slows down combat and adds unsatisfying amounts of dice math for some players.

Adding more and larger dice can punish players for using certain types of actions or abilities, which have been rewarded to them for leveling.

Treating the ability to take multiple rapid actions in a single turn as one larger, slower action is incongruous.

Risk of lost turns due to a change in circumstances between declaring actions and resolving them is unsatisfying.

Analysis of default initiative

5th Edition already models speed in many ways. A combat turn represents a fixed amount of time (6 seconds). This is treated as enough time to move, make one significant action (Action) and make one minor action (Bonus Action). The speed at which these potential choices resolve is already modeled in a variety of ways:

Movement speed: modeled by speed score defined by racial traits and class features.

Weapon type or size: modeled by weapon type proficiency and the racial size trait.

Weapon attack speed: modeled by the Extra Attack class feature and Two Weapon Fighting mechanics.

Spellcasting speed: modeled by the casting time requirement in spell descriptions.

Creating additional layers of speed calculation for these properties through dice rolls is then redundant. If the speed of movement, attacking, and magic is already modeled, what should initiative attempt to model? The speed of reflexes that grant an edge in combat.

The System

Initiative is the measure of your character’s reflexes. Fast reflexes are dependent on both physical reflex and awareness of your surroundings.

To determine initiative, roll a d20 and add your dexterity modifier and your wisdom modifier. The DM starts with the 30 count and counts down. The creature with the highest initiative will act first each round. On a tie, creatures with higher modifier totals act first.

Tracking Your Roll Recording this number is recommended, as it can change in this system. Using dice as indicators is a good alternative to writing it down.

Any time a creature takes damage, if it hasn’t taken its turn yet this round, reduce that creature’s initiative count by one. If the creature is critically hit, reduce that creature’s initiative by two instead.

Dynamic Initiative Since initiative is not set in stone at the start of the round, the turn order can be changed dynamically by repeatedly damaging a specific target to make it act later in the round.

At the start of each round, every creature rolls a new initiative. Any creature that suffered damage in the previous round has disadvantage on this roll. Any creature that chose not to act or only took the dodge action in the previous round has advantage on their next initiative roll.