In my games, initiative is more than just a number. It’s a tone-setter. And sometimes, it deserves teeth.
That’s why I use Critical Initiative.
If a player rolls a natural 20 on initiative, they gain advantage on their first action in combat. If they roll a natural 1, they suffer disadvantage instead.
Simple. Clean. No extra tracking. Just one moment, one tilt of fortune, that carries weight.
It’s not about punishing bad rolls or handing out free power. It’s about honoring the extremes. When the dice roll high, the character is sharp. Focused. Already in motion. When they roll low, maybe they trip, hesitate, or react a heartbeat too late.
It adds flavor without slowing things down.
That nat 20? Maybe the rogue’s already behind the nearest cover with a dagger drawn. That nat 1? Maybe the bard was still tying their boots.
Critical Initiative keeps the start of combat dynamic and just a little more personal.

Leave a comment