Alternative Initiative Skills
- You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
- You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
- You might call for Diplomacy for a character who is about to engage in a public debate or is determined to talk down aggressive foes.
- You might call for Society for a character who realizes the diplomat they're talking to is a spy based on misinformation in their cover story.
- You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
- You might call for Piloting for a character driving a vehicle.
- You might call for Performance for a character participating in a dance-off or trying to soothe a rampaging alien beast with song.
You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Iseph's player had said, “I'm going to dangle down off the catwalk to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.
You might find that if a player has a low Perception but a high modifier in another skill, that player might keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. However, if you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using Perception for a while.