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"The material presented here is a community original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

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GURPS Wiki
GURPS Wiki
This is a fan created (non-conanal) houserule.

Initiative[]

Initiative rolls (in the sense of when characters act in the turn sequence) are 2d+DX. That way, the more dextrous combatant (grabber, escaper, whatever) will usually be the fastest, but can't count on it. Unless she's up against a 4-DX zombie and has more than 12 DX, in which case the poor zombie had better get used to disappointment.They also change every round. It stops characters with high Basic Speed from becoming complacent about always getting in first.

Modifiers obviously apply in appropriate circumstances: if your 13-DX fighter is advancing with broadsword in hand on a 4-DX zombie with a Reach 2 spear, the zombie is still definitely going to have the first attack!