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| #1SynjinSep 12, 2014 10:18:47 | I know on PHB189 it says that "The Initiative order remains the same from round to round.", but does anyone else find this to be a little strict?
Most of my games, I've had my players roll Init each round. Keeping the game fluid, and adding a little bit of luck and chance into the encounter. It takes but a handful of seconds for new rolls, and my players like the chance of rolling bad or good. It also keeps me as the DM, on my toes, as I'm constantly having to adjust for new strategies depending on who goes when on any given round. I've had my parties avoid TPK because in what became the final round, they went first and killed a Wizard before he summoned a Balor. Whereas if I'd kept the original Init order, they'd have been screwed. Conversely, they've also taken some serious lumps and setbacks because the Init order didn't go their way.
Is there a game mechanic that I'm breaking by rolling each time? I haven't noticed that it's been overly good or bad in either direction. Thoughts? |
| #2UthracSep 12, 2014 10:27:19 | Anything that has a duration of "end of next turn" gets very tricky to adjudicate if the turn order isn't static. |
| #3BumamgarSep 12, 2014 10:28:35 | This is purely a meta-game, streamlining play decision. Rolling initiative each round slows down combat. While it does help make combat more dynamic, the default for 5e is to opt for quick and simple as much as possible.
I wouldn't be surprised if the DMG had optional rules for dynamic initiative however, probably even including concepts such as casting time and weapon speed, for those who want a more simulationist and dynamic style of combat and don't mind the added complexity.
Of course, I see no reason not to use per-round initiative in your games in the interim. As you point out, sometimes it will help the party, and other times it won't. |
| #4FarBeyondCSep 12, 2014 10:45:40 |
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| #5SynjinSep 12, 2014 10:48:08 |
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| #6nightwalker450Sep 12, 2014 11:01:57 |
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| (Reply to #6)Uthrac |
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| #8TimboramaSep 12, 2014 12:53:32 | It will likely show up as a variant in the DMG, as it has been for 3.x and 4E (and more, probably). In fact, in this edition, you cannot alter your turn order at all, really. Because there are now more delaying actions, and ready actions do not change your initiative. So your initiative at the start of the combat is the same as in the end!
But this was a decision to streamline the rules and keep things easy-peasy as a base. I plan on still using the 3.x and 4E style feel for Initiative shuffling, since I can handle that sorta thing. But I don't really wanna roll every round. Especially since I roll enemies as groups, but only if they're the SAME group (group of golbins roll separate from hobgoblins who roll different from the 1 bugbear leader). |
| #9SynjinSep 12, 2014 13:51:15 |
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| #10VaughnuSep 12, 2014 15:21:04 | House Rule.... This is one of those things that really needs to be set on a DM to DM basis. House rule it. In the adventure Legue there needs to be few options on rules with an eye to simplicity and speed. Often Adventure Legue games are limited in time and availability. Many of us have been involved in 10, 12 and even longer game sessions. However, D&D is geared more toward shorter, more regular sessions and truly intends 4 hours to be normal. Truly odd varient I have even played D&D 3.0 using an inititive based on 20 time units. Everyone rolls their init, and starts at 20. Each person with a 20 or higher init declares their actions. Each action cost a number of points. Attack is 2, Movement is 1 ect. Then their inititive is adjusted for the actions taken. and you can only do a given action 1 time per your declaration. Then anyone that has init 19 delclares their actions and then gets adjusted to the new point. then anyone on 18, then 17 and so on. If you started on init 20 and moved but did nothing else then on 19 you could declare an attack, move, retrieve a potion, then you would declare again on 15 and so on. For those of you unfamiliar with this method it is from a game called Feng shui and it REALLY changes the combat dynamic. Muti attacks from high BAB or two weapon fighting are measured as 2 units for first attack and 1 unit for each addition attack with Flurry of blows being the exception at 1 unit per attack.
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| #11Plaguescarred1Sep 12, 2014 16:14:11 |
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| #12LongTimeLurkerSep 12, 2014 17:08:18 | For my games I went back to the OG method of having a player turn and then a monster turn. Initiative is rolled as normal and any players who beat the monsters get a turn, then all the monsters go, then all players, etc. I got tired of people doing the "let me know when it's my turn" routine, and then when their turn arrives they have to finally pay attention again and figure out what's going on. Changing back to the OG initiative worked great for my games, streamlined combat a lot and got the players back to acting as a group and planning "what we're going to do" instead of "what I'm going to do". Players can act in any order on the player turn that they feel like. Effects that last until the end of their next turn instead last until the end of the next player turn. On a side note, this has really sped up play-by-post games significantly. I just announce it's the player turn and set a deadline for the next update. |
| #13UnknownMournerSep 12, 2014 17:59:45 | Complex initiative systems and action point systems are never worth it. |