HomegrownHydra
Adventurer
I would have him kick in the door and THEN do initiative. Often the door breaker isnt the first into a room.
That seems like something that the players would work out ahead of time, not left up to the dice.
I would have him kick in the door and THEN do initiative. Often the door breaker isnt the first into a room.
Does it work the other way?
In my experience, if the GM says, "The NPC pulls out a dagger and stabs you." then there will be howls of, "don't I get to roll Initiative?".
By default rules, is starting combat on an initiative other than the highest initiative allowed?
If the party starts combat when one player acts, I tend to rule that's when we begin the turn order.
Everyone is ready to attack and the fighter kicks in the door. Roll initiative. The fighter gets a 12. Characters could act before the fighter, but they weren't the one that started things, and it makes zero sense that they're able to do anything before the fighter's action occurs. And it also makes zero sense that the fighter, that started the fight and initiated action, might act in the middle.
If a player has something they really want to do first, I'll ignore the above somewhat. "You're fast and can see the fighter about to act, and have time to cast bless before they can finish their thought." Because that's more fun for them.
It can get funky if everyone is aware of each other. Most often it makes sense to begin with the person that started things. I could say everyone saw them about to act, and began striking preemptively, but that 's often funky. Especially if there's a lot of combatants who shouldn't have been paying that much attention. And if they instigator rolls ass for initiative.
If the party starts combat when one player acts, I tend to rule that's when we begin the turn order.
Everyone is ready to attack and the fighter kicks in the door. Roll initiative. The fighter gets a 12. Characters could act before the fighter, but they weren't the one that started things, and it makes zero sense that they're able to do anything before the fighter's action occurs. And it also makes zero sense that the fighter, that started the fight and initiated action, might act in the middle.
Once when I was running a game of 13th Age (which uses the standard d20 initiative system a la 3e/4e/5e) the party was exploring a tomb with the paladin in the lead. When he entered a room with a bunch of skeletons in it, I called for initiative rolls. The result was that the paladin had to go last despite being in the front and being fully ready for combat. This didn't make any sense in the fiction and the only justification would be to say he stumbled for some weird reason or was uncharacteristically passive, either of which would go against the type of heroic and cinematic gaming I like. I saw this as a huge system fail, so much so I immediately started looking for alternative methods.
Or, even worse, "A crossbow bolt comes out of the darkness and hits you. You are surprised, the archer is an assassin rogue, so you take, hmmm, 45 points of damage. No, you don't get to cast shield, you were surprised."
What? There's something wrong with this? How the heck else would it work?