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Initiative: More than just "when you act."

Rune

Once A Fool
Initiative. What is it? In D&D, it's always been shorthand for “when you act.” But that doesn't really tell the whole story. When someone shows initiative, they are really going through a process: first, they identify what needs to be done, then they assess how to do it, and then they act.

This is an attempt to emulate that process in as streamlined a manner as possible. All this while (re)introducing an element of chaos into combat and (hopefully) shortening the decision-making time.

The first two steps are similar enough that, for game purposes, they can easily be represented in one step. For convenience, I'll simply call this “Initiative.” The other will be called “Action.”

Both of these will have modifiers noted on the character sheet. Initiative is a function of Intelligence and Wisdom (tactical reasoning and perception), and as such, is modified by the average between the two scores' modifiers, rounded down. (For instance, a character with a +2 modifier to Intelligence and a +4 modifier to Wisdom would have a +3 Initiative modifier. Action would be modified by Dexterity.)

In order to determine turn order, roll whatever die your typical initiative system uses. This single roll is modified by both the initiative and action modifiers, each noted separately!. (Rolling a single die to get both results doesn't just cut down on the number of rolls made; it also eliminates the possibility of having one good result offset by a bad one. And it ensures that if one modifier is higher than the other for any given character, this will always be reflected in the turn order.)

Initiative: This step is akin to what, in older editions, was the “declaration phase.” Participants in the combat declare their intended actions in reverse order, so that those with the highest Initiative scores can hear what those with lesser scores intend to do before declaring for themselves. These declarations should be general in scope. A good model would be “do [what] to [whom]” but not [how]. This is because, once the action starts, plans may become moot.

Action: This step, obviously, determines action order. Those with a higher Action score act before those with lower scores. Participants in the combat generally act according to their declarations, but may choose to do something else at some penalty appropriate to the system you are using.

After all participants have had a turn, the process repeats, until the combat has reached its conclusion. (It is possible to use this initiative mechanic with cyclical initiative, but, without declaring actions between each round, there isn't much point.)

Individual Turn Order: Each PC should roll and record Initiative/Action separately per round, but, for ease of bookkeeping, the DM/GM should roll for groups of NPCs, rather than individually (although there can, of course, be groups of 1).

[sblock=Example of play:] The DM has a group of 4 kobolds led by a shaman. The PCs are a fighter, cleric, rogue, and wizard. The game is using a d20 to determine turn order, so the DM rolls twice: once for the kobolds and once for the shaman, getting a 17 and a 7. The fighter also rolls a 7, the cleric rolls a 1, the rogue rolls a 15, and the wizard rolls a 8.

The kobolds have an Intelligence modifier of -1 and a Wisdom modifier of -2, which average to -1.5, but rounds down to -2. Their Dexterity modifier is +1. The other characters' rolls are similarly adjusted. The kobolds' Initiative is 15, and their Action score is 18. The shaman's Initiative is 10 and its Action score is 10. The fighter's Initiative is 7 and Action is 8. The cleric's Initiative is 3 and Action is 0. The rogue's Initiative is 16 and Action is 18. The wizard's Initiative is 11 and Action 9.

The Initiative order (in reverse), is: Cleric, Fighter, Shaman, Wizard, Kobolds, Rogue.

CLERIC: I'll bless the fighter.

FIGHTER: I'll charge the shaman.

DM: It looks like the shaman is preparing to cast a spell.

WIZARD: Can I tell what spell he's casting?

DM: Sure. Looks like Burning Hands.

WIZARD: Great! It's not Shield, so...Magic Missile!

DM: The kobolds spread out to attack each of you.

ROGUE: I'll try to trip the one coming toward me and run into the shadows to hide.

After this, the characters act in this order: Kobolds and Rogue simultaneously, Shaman, Wizard, Fighter, Cleric.

The kobolds advance on each of the PCs and attack; hitting both the wizard and the rogue. At the same time, the rogue attempts to trip the kobold (and succeeds!) and then hurries off toward the shadows along the edge of the wall. The shaman holds its action until the fighter can close into range of the burning hands, and, so, must check to make sure the spell is not disrupted as it is slammed with the magic missiles. The fighter then charges, and is met with an arc of flame, but drops the shaman. The Cleric, better late than never, blesses the fighter.[/sblock]

Sided Turn Order: If you are using sided turn order, find the average Initiative and Action modifiers of all NPCs in a combat (preferably before the session starts). Alternatively, the DM could just estimate the average modifiers, based on the NPCs in the group—if they are particularly perceptive and/or tactical-minded, they may have a bonus to Initiative. If they are swift, they may probably have a bonus to Action. In a mixed group, it's okay to give them no bonuses at all!

The PCs also should have the average of their modifiers recorded somewhere handy. One die is rolled for each side, and each side records their two scores based on the roll. The side with the lowest Initiative declares what it will do and then the other side(s) do likewise. The side with the highest Action then acts upon its declarations, followed by the other side(s).

Streamlining the Bookkeeping.

Obviously, this mechanic introduces some extra bookkeeping into the process of determining turn order. Not only does each participant need to record two scores, but they need to do so every round!

There are a few ways to streamline the bookkeeping. First, be aware that the numbers don't actually matter, once the order is established, so tokens, minis, or cards can be used to identify the order of both Initiative and Action easily enough. Either way, each participant will need two of them.

Another way to do it, would be to have each participant place the Initiative/Action die in front of them, with the number rolled displayed. The DM can then count up from 0 and players can make their Initiative declarations in turn. Once declarations are made, the DM can count down from the highest Action score and each player can act in turn.
 
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How would held or readied actions work in your model?

Personally, not sure this would be worth extra bookkeeping. It worked in old editions because combat was so fast, in a 3e/4e type system, it would probably just drag combat even slower.
 

How would held or readied actions work in your model?

Readied actions would generally work the same way (with the added bonus that those with higher initiative scores will be better able to determine whether readying an action will pay off or not). Held actions are generally meaningless if you're not using cyclical initiative.

Personally, not sure this would be worth extra bookkeeping. It worked in old editions because combat was so fast, in a 3e/4e type system, it would probably just drag combat even slower.

Fair enough. It really is designed with B/X, 1e, 2e, and 5e-speed fights in mind.

However, even 4e could work quickly with it if you chose to dump both cyclical and individual initiative (which might be worth trying, even if you don't use this mechanic!). Doing so would drastically cut down on the number of out-of-turn actions, and should cut down significantly on the decision paralysis that 4e's power-based approach tends to foster (in my experience, anyway). Especially with larger parties, I actually think this would significantly decrease the combat time.
 

This looks to me like it would slow down play without substantially improving it. I'm not sure what gains you are trying to achieve here.
 



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