Make Initiative Matter

1 posts ยท 2007-01-27 18:17:00 to 2007-01-27 18:17:00

#36300151088 01/27/2007 18:17 Make Initiative Matter


(sorry for the quick ms paint job i did, i just wanted to show what this would look like)

Ok, as most of you know, a new aspect to combat, Initiative, was added when CR 2.0 was introduced. While it has the potential to add another element to combat, it is useless as of right now except for when you use desperation. Seeing as how desperation only lasts 10 seconds, and it only gives 10 points to Initiative (unless you are below half health), there is no reason to try to get a high Initiative bonus. Even if you got a, lets say, 30% bonus, that only adds a meager 3 points of Initiative and even then that 3 points is only for a short 10 seconds. Sure, when you use this ability below half health, you get more Initiative, but still, it's for a very short period.

What I suggest, is to add Initiative as a stat to each of the combat styles. This would add another aspect to combat and another variable to be introduced into building ones loadout. Seeing as how "Initiative" refers to being the one to "take the leading or first action", I would think more offensively minded classes would get a higher amount of points in the ability. Doesn't seem like Initiative goes too well with a defensive mindset, but maybe that's just me.

I also am not sure what a good amount of points to give would be. I put 40 here in the Karate Style. Karate is pretty offensively minded, so I guess it would be one of the higher ones, but I basically just picked 40 because that is close to what other attributes give.

Anyways, I think this would add a nice little aspect to combat, and give us more to consider when making personal loadouts.

Discuss....