[RPG] What are the balance ramifications of always preventing creatures from taking reactions before their first turn

action-economybalancednd-5ehouse-rulesreactions

I've recently been toying with some rule modifications to 5e's Initiative rules in an attempt to resolve the rule/reality inconsistency where a player "gets the jump" on a monster, but the monster is able to act first via a Reaction.

The rule changes I'm considering is the following:

A creature cannot use its Reaction before the start of its first turn.

Note that this is not a modification to Surprise rules. This rule would apply any time that Initiative is rolled.

Clearly this will add greater emphasis on rolling well for Initiative. However, for the sake of completeness, I'd like to know if there are there any larger balance ramifications that might occur under this change?


For context and clarification:

The following is the intent of the change:

  • Deliver on the thematic of being the "first to draw" in combat; i.e., support the intuitive understanding that Initiative defines which creatures are quickest to act.
  • Deliver on my players' desire to feel like they can surprise their opponents without needing to roll for stealth.

Here's how the rules apply to monsters:

  • In my campaign, each player and monster has their own Initiative score that's determined with a roll at the start of combat.
  • This rule will apply to all creatures, meaning that the rules can be used against the player characters.

Best Answer

Squishier creatures will be harder to protect

The largest, most general consequence will be that frontliners will have a harder time protecting their squishier allies. In my experience, both PC and enemy groups almost always travel through dangerous areas with tankier melee characters in front and squishier casters and ranged characters in back. Normally, the frontliners can prevent enemies from rushing past them by threatening opportunity attacks. Under your proposed houserule, any creature that rolls high enough on initiative can ignore this threat. This will make playing a wizard or sorcerer somewhat more dangerous in a wide variety of encounters. On the other hand, it will make it much easier for the PCs to win certain types of encounters, such as those against high-CR casters with minions.

Certain features will become less useful

A number of spells, feats, and class features rely entirely or in part on the use of your or your allies' reactions. Off of the top of my head, the Battlemaster's Commander's Strike Maneuver, the Order Cleric's Voice of Authority, the Polearm Master and Sentinel Feats, and the Dissonant Whispers and Shield spells all fit this category, and I'm sure there are many more. Denying the use of these features on the first turn if the initiative order doesn't work out right may feel like a significant nerf to any PCs who have chosen them.