About a month ago, my players proposed a rule change:
You can crit and critically fail initiative rolls.
If you roll a nat 20 on your initiative, you get a surprise round before anyone else.
And if you roll a nat 1, you yourself are surprised and skip your first round of combat.
I raised my eyebrow a bit, then said, “This will go for monsters, too…”
“Yeah we know! It just feels like a waste when you roll a nat 20 for initiative and it might help it feel like less of a waste.”
Fair enough, and so we did.
Because it seemed fun. And it has been!
Is it a rule I’d include in the standard ruleset if I was WOTC? No.
It is a little insane when someone gets to just go twice at the
beginning of combat, after all.
But in this case, the Rule of Cool took hold.
Don’t be afraid to change stuff up on suggestion of your players. You can always change it back.
It is your game, after all.
Drawing an Unnecessary Map of Nothing At All – The Angry GM
RPT Weekly E-Zine Issue #348 – Sneaky Tactics For Weak Monsters – Roleplaying Tips
The Grisly Spectre of Character Death – Red Dice Diaries
Perfect Parchment (Sample Pack) – DMsGuild – Free
20 Magic Items for Elves and Half-Elves – DMsGuild – $0.99
42 More Magic Items – DMsGuild – $1.99
The Heir of Orcus: Verse I & II – DMsGuild – $19.95
Items Awakened (5e NPCs) – DMsGuild – $2.99
Now get out there and tell a story!