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View Full Version : For 2E, initiative is not using dex modifiers.



Larsenex
September 25th, 2024, 12:51
Greetings,

Our game got off great but we did notice that initiative is not accounting for Dexterity adjustments. When you go into the combat area which has initiative there is a box which I think allows you to put a value. It does not allow me to put a value nor does the roll from the actions tab or from the CT adjust for Dex. I have a screenshot attached here. You can force the mod via the mod adjustment for each roll but I was hoping that our players did not have to do that every time we needed a roll.

62153

JohnD
September 25th, 2024, 15:54
Dexterity mods to initiative are not RAW but I also use them like that. You should be able to adjust via the box within the gear symbol.

Trenloe
September 25th, 2024, 16:22
When you go into the combat area which has initiative there is a box which I think allows you to put a value. It does not allow me to put a value...
Click on the Initiative Modifier box so it is highlighted then type a number. You don't see a cursor for number fields. This is standard FG number field functionality. If it doesn't work for you, try a test campaign with no extensions or themes loaded.

Doomsword
September 25th, 2024, 17:30
If The AD&D Options and House Rules extension is being used "Init: Grouping" must be turned OFF, and "Init: Modifiers: Mods" must be turned ON. Those are NOT the defaults.

celestian
September 25th, 2024, 18:25
Our game got off great but we did notice that initiative is not accounting for Dexterity adjustments.

There is actually no rule that does that.

You can certainly house rule it but by the rules dex does not effect initiative in 2E. Reaction adjustment is only used for surprise check.