[BECMI] General Skills that affect Initiative / Surprise

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Havard
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[BECMI] General Skills that affect Initiative / Surprise

Post by Havard » Wed Aug 15, 2018 7:46 pm

I am looking at the following skills:

Danger Sense (WIS) RC Can detect an immediate danger.
Alertness (Dex) RC Success avoids surprise.
Quick Draw (Dex) RC +2 to individual initiative for missile weapons
Fighting Instinct (Str) Gaz 12 +2 to individual melee initiative


Are skills like Quick Draw and Fighting Instincts useless in campaigns that only use group intitiative? How does Fighting Instincts affect two handed weapons?

Danger sense is a skill that seems a bit fuzzy. Has anyone changed it?

How do you guys feel about a house rule for the skill Leadership making it so that it allows rerolling group intitiative at a successful skill roll from the party leader?

-Havard

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Re: [BECMI] General Skills that affect Initiative / Surprise

Post by Irondrake » Sat Sep 08, 2018 3:21 pm

Hi Havard,

For Danger Sense I rule that if the imminent danger the character senses is an opponent or monster waiting to leap out and attack, a successful roll negates any chance of Surprise by the ambusher. Otherwise, I'm pretty strict on how often Danger Sense comes into play.

Alertness I use as written.

For Quick Draw and Fighting Instinct in regards to group initiative, a successful roll allows the user to add +2 to the group initiative roll for him or herself only. At least, that is how I would run it if I used group initiative (I use individual initiative rolls in my campaign).

Quick Draw is problematic in that the skill is to be used with bows, but RAW state that two-handed weapons, which includes bows, always go last in initiative order unless the opponent is also using a two-handed weapon, in which case normal initiative is rolled. I house rule that this skill ignores the automatic loss of initiative normally associated with using two-handed weapons, and also grant the +2 bonus to individual initiative as well.

Fighting Instinct is interesting in that it changed from its first appearance in GAZ7 from being just +1 to initiative in combat in general to GAZ12 where it upped the initiative bonus to +2 and added that it only affects melee combat. I use it as it appeared in GAZ7 in my campaign.

Not sure how I feel about Leadership being used to reroll group initiative. Maybe if it was only able to be used once per combat it might keep it from being abused.

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Re: [BECMI] General Skills that affect Initiative / Surprise

Post by Havard » Sun Sep 09, 2018 8:36 pm

Thanks for sharing Irondrake! I like your interpretations.

Good suggestion about limiting my idea for Leadership to only affect initiative once per combat.

I didn't realize they had changed Fighting Instinct between Gaz7 and 12.

-Havard

Aliases: Håvard Frosta, Havard Blackmoor, Blackmoorian, Dragon Turtle etc
Where to find me on the Web
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