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BECMI Initiative House Rule ideas

by Håvard

Okay, so I've been tinkering with different idea for initiative rules.

This variant can be used with group initiative or individual initiative. This variant also does away with combat order.

1. Instead of rolling 1d6, everyone (or each side) rolls 2d6
2. Characters using 2H weapons or other slow combat options like IMC the Smash option selects the lowest of the six sided dice as their result (sort of like 5E advantage).
3. Characters using regular weapons select the highest die result (sort of like 5E advantage)
4. I have been toying with fast weapons allowing to add the two dice together.

FUN OPTIONS:
5. If both dice come up as 1, any damage the character deals that round is halved. (PCs only)
6. If both dice come up as 6, that PC gets a second attack at the end of the round (PCs only).