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Critfall Initiative
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Turn based initiative driven combat for Minecraft which is built on Critfall's d20 engine.
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Critfall: Initiative
Turn based initiative driven combat for Minecraft which is built on Critfall's d20 engine.
Pick a fight and the world stops, then everyone in the fight rolls initiative and then takes turns — tabletop style.
How it plays
- Fights start naturally: Attack a hostile mob, provoke a neutral one, or get shot at — an encounter forms around you. Nearby players join the fight too.
- Initiative order: A HUD shows who acts and when. Mobs freeze until their turn and you can't move off-turn.
- Your turn / your actions: Click-to-target action bar with a movement and action flow in the form of: Attack, Dash, Disengage, Dodge, Help, Hide, Shove, Grapple and Escape, plus Minecraft native actions.
- Reactions: Walk out of reach and you will get hit by an opportunity attack.
- Cover: Blocks between you and an attacker matter.
- Turn timers: 30 seconds for players and 6 for mobs so no one can stall the turn order.
- Multiplayer: Everyone sees every roll.
A pure engine
Initiative provides the turn and action mechanics — no classes, feats or campaign content. That's for packs and other mods: the action registry is open, so any mod can add actions that show up in the action bar automatically. See the API docs.
Requirements
- Minecraft 1.21.1 - NeoForge or Fabric (with Fabric API)
- Critfall 0.2.6 or newer
- Install on the server and every client
Known limitations (0.1.0)
- Players can't attack each other: PvP doesn't start initiative and players in the same fight can't target each other.
- Hide is a one-time contest, mobs don't re-roll perception each turn yet.
- Player text isn't shown to other players only the rolls for the actions, fx Player1 fails to hide is only shown to Player1 while the other players only see the failed rolls.
Configurable via config/initiative.json — see the config docs.
Open source (MIT). Issues, ideas and contributions welcome on GitHub.
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