TEXT: Alternative Initiative
  A Basic Fantasy RPG Supplement
  Release 1
  Copyright © 2015 Martín Serena (Dimirag)
  All Rights Reserved
  Distributed under the terms of the Open Game 
  License version 1.0a
  Basic Fantasy Website: basicfantasy.org
  INTRODUCTION
  This supplement provides information for using an alternative Initiative system under the Basic Fantasy Role-Playing
  Game rule system. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and
  download a copy.
  ALTERNATIVE INITIATIVE
  Acting Chance
  This  supplement  provides  a  new  way  of  dealing  with
  initiative  that  creates  a  non-circular  flow  between  PCs,
  NPCs and monsters.
  The Basic Procedure
  At the start of each round a single d6 is rolled per
  individual, or per monster or NPC group if the GM
  wishes.
  Once all rolls are made those whose result is a 6 can
  act.  Everybody  act  simultaneously  unless  the  GM
  wishes to break ties, if he wants then everybody will act
  based on 6 + relevant Ability modifier, from higher to
  lower.
  Once every character has acted a new round starts with
  new rolls made and the above process repeated.
  Relevant Abilities
  When  modifying  the  initiative  value  by  an  Ability
  modifier is recommended to use the Modifier from the
  ability that modifies the resolution roll, like Strength for
  melee  attacks  or  opening  doors.  For  some  special
  abilities  is  recommended  to  use  the  Ability  that  is
  required by the class, like Intelligence for Magic User
  Spells or Wisdom for Cleric Spells and Undead Turning.
  Reaching the Action Number
  A GM my want to let those that has no acted to add the
  new roll to its previous value, and once the number 6
  (from now on called the Action Number) is reached
  those character can act.
  Waiting
  As  characters  can  act  based  on  their  modified  Action
  Number  the  GM  can  let  anybody  to  maintain  it  and
  increasing it from round to round until decided to act,
  probably winning initiative over an opponent or success.
  Other Action Numbers
  A GM can represent the speed of actions by using other
  Action Numbers:
  Speed
  Action Number
  Fast
  6
  Medium
  9
  Slow
  12
  Action Numbers and Abilities
  The Action Numbers can be altered by a relevant Ability
  modifier to form a new Action Number as shown below.
  Action Number
  Ability Modifier
  +3
  +2
  +1
  0
  -1
  -2
  -3
  6
  3
  4
  5
  6
  7
  8
  9
  9
  6
  9
  8
  9
  10
  11
  12
  12
  9
  10
  11
  12
  13
  14
  15
  d8 & d4
  Instead  of  always  rolling  a  d6  the  GM  may  allow  to
  increase or decrease the die altering the overall speed of a
  character.
  
  A BASIC FANTASY SUPPLEMENT
  ALTERNATIVE INITIATIVE
  Open Game License
  INTRODUCTION
  Alternative  Initiative:  A  Basic  Fantasy  Supplement  (hereinafter  “the
  Supplement”) is based on the System  Reference Document v3.5 ("SRD"),
  which is Open Game Content. The text of the Open Game License itself is
  not Open Game Content. Instructions on using the License are provided
  within the License itself.
  Designation of Open Game Content:  The entire text of the Supplement
  (except the Open Game License, as noted above) is Open Game Content,
  released under the Open Game License, Version 1.0a (reproduced below)
  as described in Section 1(d) of the License. Artwork incorporated in this
  document is not Open Game Content, and remains the property of the
  copyright holder.
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins,
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Basic Fantasy Role-Playing Game Copyright © 2006-2011 Chris Gonnerman.
  Alternative Initiative: A Basic Fantasy Supplement Copyright © 2015 Martín
  Serena
  END OF LICENSE
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