Initiative
Initiative
#combat
So, this is what you do: when your players roll initiative, they may, at their
option, request to use a different ability score modifier to roll initiative with,
as long as they can justify it narratively. And here's the thing: it must key
off something they were doing just before the combat broke out. It must fit
the story, the narrative. Otherwise, you're going to find every player will
always come up with something so that they can just use their best ability
score modifier. That's why it must fit in with something their character was
doing before fists started flying.
Also, for those of you who play Pathfinder 2, you may be saying, "But
wait, Pathfinder 2 uses skill modifiers such as Athletics, Deception,
Stealth, and the like, not ability score modifiers." And you're right, of
course. However, for this D and D 5e house rule, we don't want to do that
for two reasons: first, because of the bounded accuracy game mechanic
differential, and second, because monsters in D and D 5e don't have
special initiative modifiers. They just use their dexterity modifiers and
usually have crappy ones at that. So, the best a monster could hope for is
a +4 or a +5 bonus, and if characters are routinely getting twice or three
times that because they're using their skill modifiers instead of their ability
score modifiers, it is going to lead to a lopsided house rule. This, of
course, leads us to the next point: let monsters do the same thing. If it's
justified narratively, let them use different ability scores for initiative as
well.