Nothing Ventured...
Initiative Variant
WE are no longer using this variant. We have decided to use the standard LFG Initiative.
#2 Turn Cards
In this initiative variant, instead of rolling dice to determine turn order, cards are drawn from a deck. Each PC has one card in the deck. Monsters are generally represented by a single card, although Boss monsters get their own. The GM might also give spell casters or other special NPCs their own cards.
Initiative is determined by drawing cards from the deck. A single card is drawn and that character (or group of monsters) acts. Once that turn is complete, a second card is drawn, revealing the next character (or group of monsters) to act, and so on, until all combatants have had a turn. At the end of the round, the cards of all surviving combatants are reshuffled, ready to begin the next round. The effect of this variant is that no-one knows who will act next until the current turn ends and the next card is revealed.
At the GM’s discretion, PCs or monsters with an initiative bonus (eg when using a shortsword granting +2 initiative) gain a second card in the deck (increasing their chances of acting earlier). The character acts when the first card is drawn (ignore the second card).
Adjustment to other rules:
Fighter
- Adaptable (Single Weapon): If you are armed with a one handed weapon and your other hand empty, you get an additional card in the initiative deck and ignore all but your first card drawn. You gain a +2 bonus to interceptions, Luck (Dex) saves and reaction based Dex checks (including triggering Rescue Exploits).
Ranger
- Rangercraft (Nature’s Venom): [No Change] After you hit with a weapon attack, you may impose a 75% chance that the target’s next turn occurs last in the initiative order. This is a poison effect.
Rogue
- Tricks and Techniques (Quick Reflexes): The rogue gets an additional card in the initiative deck and ignores all but their first card drawn.
Weapons
- Mithal: The wielder gets an additional card in the initiative deck and ignores all but their first card drawn.
- Weapons – Dagger or Knife: May be thrown up to 40 ft. Easily concealed. The wielder gets an additional card in the initiative deck and ignores all but their first card drawn (not cumulative with another dagger or shortsword).
- Weapons – Shortsword: On a natural 19 to hit roll, you disarm your foe. The wielder gets an additional card in the initiative deck and ignores all but their first card drawn (not cumulative with another shortsword or dagger).
Injuries and Setbacks
- Table Result 16: You get an additional card in the initiative deck and ignore all but their last card drawn.
Dark and Dangerous Magic
- Table Result 27: [No Change] You automatically go first in initiative next round.
Spells
- Witchblade – Table Result 3: Swift: You get an additional card in the initiative deck and ignore all but your first card drawn.
Ship Combat
- Does not use the initiative deck. Use RAW.
Off-Hand Attacks
- As written.
Magical Properties
- (Swiftness): Once every 1d4 days, the user gains +2 AC, doubles her movement speed for 2d6 rounds, and gets TWO additional cards in the initiative deck, and ignores all but their first card drawn.
Other Circumstances
- (Advantage): You get an additional card in the initiative deck and ignore all but your first card drawn.
- (Disadvantage): You get an additional card in the initiative deck and ignore all but your last card drawn.