Modified Initiative Rules

Modified Initiative Rules


Weapon Modifiers
The existing Tal10 rules do not allow for the fact that certain weapons are faster or slower to use, or have superior or inferior reach. The following broad modifiers can be applied to a character's Initiative roll depending on what weapon they are using.

Type

Initiative Modifier

'Unarmed' (Da-Khar, Garde, etc.)

-1

One-Handed Weapon (sword, club, etc.)

0

Staff

0

Two-Handed Weapon (greatsword, halberd, etc.)

-3


Drawing/Readying a Weapon
If a weapon must be drawn prior to use (including drawing an arrow from a quiver, knife from a sheath, etc.), the character suffers an Initiative penalty due to the extra time required.

Draw/Ready a Weapon

Initiative Modifier

-5

Missile Weapons
Missile weapons (including throwing knives, spears, etc.) are extremely fast to use if the weapon is in hand and ready to fire (such as a bow being carried in firing pose, with an arrow already nocked, or a throwing knife held ready by blade tip). In such situations, the character is likely to be able to fire/thrown before a melee opponent can retaliate.

Situation

Initiative Modifier

Missile/thrown weapon ready for immediate use

+5


Spellcasting Initiative
Spellcasting is generally slower to use than a comparative weapon, but this isn't reflected in the Tal10 rules. Spellcasters suffer an Initiative penalty depending on what Mode of spell they are attempting to cast. Defend spells are the swiftest to use; created to be erected quickly in emergencies to protect against spells and weapons. Attack spells are fairly fast (as spells go), having been designed for use in combat situations. All other spellcasting is painfully slow, especially Summon (which also has the disadvantage of a far longer casting time).

Spell Mode

Initiative Modifier

Defend

-3

Attack

-5

Summon

-10

All Others

-7


Alternative Initiative Roll
If you believe a character's ability with the 'weapon/magic/skill' they are using is the real factor in how quickly they act, simply substitute their overall Skill Bonus for whatever skill they are using in place of their SPD attribute when making the Initiative roll.
This rule must be applied to all characters, creatures, etc., and does vary depending on what skill they are using each round.