toucanbuzz
No rule is inviolate
18 months ago, I posted the results of 1 year's play using the DMG's "speed factor" (p270) optional initiative system. Our goal in switching was to (1) make player choice matter and (2) to shake up predictable combat orders, thereby increasing thrill and tension. We met Goal #2 but not #1. The player choice had minimal impact.
1 year ago, I posted a rough draft based off AD&D and Mike Mearl's much maligned and over-complicated Greyhawk Initiative. For the last year, it's been simplified and fixed quite a bit after brainstorming with other DMs and test play. I've been happy to find it's met both goals and been smooth sailing! Having run a few one-shots for players using the default system and when playing this way, I found surprisingly it was faster (when players got used to it, which takes a few combats).
How can it be faster when you're rolling initiative each round and declaring your action?
HOW IT WORKS
Initiative is rolled each round. Lowest # goes first. Ties are broken by whoever has the highest Dexterity or Intelligence score (or a d20 roll if still tied).
Start of the round: DM decides monster activity in secret. At the same time, players decide what Actions and Bonus Actions they're taking, using generic terms from the PHB (e.g. use a particular item, attack with a particular weapon, cast a particular spell). They do not have to decide how to carry out or apply that action nor move until their initiative turn arrives. For example, the player who declared a sword attack may decide on his turn he really wants to use his sword to Shove because the orc moved close to the river last round and he beat the orc on initiative this round. This is fine because Shove replaces the Attack action.
Incapacity: If you start the turn unable to take actions, you still roll a d20 for initiative and declare a conditional Action if the incapacity ends. For example: if someone dispels the Hold Person on me, I'll attack with my sword.
Which Die to Roll: No matter how many Actions or bonus actions are taken, you roll the worst die only. If attacking two-handed with a long sword (d10) and using bardic inspiration (d6), the player only rolls the d10.
Readying Actions: Works per normal rules except you can Ready your action when declaring OR when your turn occurs.
Reach Weapon Advantage (optional): If a creature without Reach (10' or greater weapon or natural weapon) enters the threatened area of a creature with Reach, the creature with Reach may use its Reaction to make an Attack of Opportunity. This is a throwback to prior editions and reflects the advantage of reach at keeping enemies at bay. This ability is not available to someone whose weapon is not ready, such as a creature that is casting a spell and does not have a weapon free.
Durations: All durations are checked at the end of the round. All durations that terminate at the end or beginning of a creature's turn, such as a Monk's Stunning Fist or Guiding Bolt spell, last until the end of the next round instead. Optional: Track durations from the initiative order in which they occurred. If a stun occurred on initiative number 5, it terminates at the end of initiative number 5 next round. In play, the end of turn is simply easier to remember and track. There's no need to write down numbers. This does extend, slightly, the duration of these effects, but so far it's not caused any unusual issues.
In my prior explanation, I ran through a typical combat:
Conclusion: It's quick once people "know their dice" and player choice of action makes a huge difference. Players are liking the control they have versus the sheer randomness of a d20, and we've de-emphasized the notion Dexterity should have such a heavy hand given all the other game mechanics it affects. Traditional "first strike" classes like rogues with daggers have great odds of striking first. Like in the DMG system, players need to watch the battlefield and plan accordingly because despite the odds, that ogre might roll well enough to surprise you and bring that club up quicker than you were expecting. It's added something to our game without taking anything away.
1 year ago, I posted a rough draft based off AD&D and Mike Mearl's much maligned and over-complicated Greyhawk Initiative. For the last year, it's been simplified and fixed quite a bit after brainstorming with other DMs and test play. I've been happy to find it's met both goals and been smooth sailing! Having run a few one-shots for players using the default system and when playing this way, I found surprisingly it was faster (when players got used to it, which takes a few combats).
How can it be faster when you're rolling initiative each round and declaring your action?
I believe it's because everyone - all players and the DM - are deciding what to do at the same time instead of one at a time, and there's no need to record initiative down on a board or a sheet. The only thing to do on your turn is decide how to execute your chosen action. This saves a TON of time. Most of the time, unless an unusual strategy is involved or the player needs to alert everyone (e.g. "I'm casting Bless, stay close!"), there's no need to say much at all in the declaration stage, so it takes seconds.
HOW IT WORKS
Initiative is rolled each round. Lowest # goes first. Ties are broken by whoever has the highest Dexterity or Intelligence score (or a d20 roll if still tied).
Start of the round: DM decides monster activity in secret. At the same time, players decide what Actions and Bonus Actions they're taking, using generic terms from the PHB (e.g. use a particular item, attack with a particular weapon, cast a particular spell). They do not have to decide how to carry out or apply that action nor move until their initiative turn arrives. For example, the player who declared a sword attack may decide on his turn he really wants to use his sword to Shove because the orc moved close to the river last round and he beat the orc on initiative this round. This is fine because Shove replaces the Attack action.
Incapacity: If you start the turn unable to take actions, you still roll a d20 for initiative and declare a conditional Action if the incapacity ends. For example: if someone dispels the Hold Person on me, I'll attack with my sword.
Which Die to Roll: No matter how many Actions or bonus actions are taken, you roll the worst die only. If attacking two-handed with a long sword (d10) and using bardic inspiration (d6), the player only rolls the d10.
Action | Die |
Light or finesse weapon, unarmed attack | d4 |
Cantrip, use items, any action not listed such as Dodge | d6 |
Weapon attacks, including natural weapon | weapon damage die or dice |
Spell | d10 |
Incapacity | d20 |
Readying Actions: Works per normal rules except you can Ready your action when declaring OR when your turn occurs.
A common criticism of the DMG system was the fear of losing actions. I detailed this in gameplay for the DMG rules where after a year, it never was an issue. While unpredictable things can happen, it's really hard to pick an action and not use it. Players have to be aware of the battlefield, watching where everyone is, who is hurting, what the enemies are doing. I found they end up picking "good" choices, not necessarily the "perfect" one to give themselves as much flexibility as possible.
Reach Weapon Advantage (optional): If a creature without Reach (10' or greater weapon or natural weapon) enters the threatened area of a creature with Reach, the creature with Reach may use its Reaction to make an Attack of Opportunity. This is a throwback to prior editions and reflects the advantage of reach at keeping enemies at bay. This ability is not available to someone whose weapon is not ready, such as a creature that is casting a spell and does not have a weapon free.
Durations: All durations are checked at the end of the round. All durations that terminate at the end or beginning of a creature's turn, such as a Monk's Stunning Fist or Guiding Bolt spell, last until the end of the next round instead. Optional: Track durations from the initiative order in which they occurred. If a stun occurred on initiative number 5, it terminates at the end of initiative number 5 next round. In play, the end of turn is simply easier to remember and track. There's no need to write down numbers. This does extend, slightly, the duration of these effects, but so far it's not caused any unusual issues.
In my prior explanation, I ran through a typical combat:
DM: The earth heaves as ghoulish fiends tear themselves from shallow graves and come loping down the tunnels at you. Actions!
Bard: Bardic Inspiration and shooting my crossbow. (Inspiration is a d6 generic and the crossbow d8, so the player rolls a d8).
Ranger: I'm close up. Attacking with both blades. (rolls a d4, using finesse weapons).
Sorcerer: Fire bolt! (rolls a d6 because it's a cantrip)
Druid: Faerie Fire online (rolls a d10 for a spell)
Paladin: Attacking and smiting if I hit (rolls a d8 for his sword, didn't need to declare anything else because smite is an option that triggers only if you hit)
The DM has already rolled and the players all roll at once. The DM counts up from 1 (using categories such as 1-3, 4-6...), Like the DMG rules, no one knows, under this who's going to go first. Eventually, a trust and honesty system will set in where the DM simply looks up and asks if players are ready once the DM has determined monster actions and initiatives.
DM: 1 to 3.
Ranger: 2! He attacks and hits both times.
DM: 4-6
Sorcerer & Druid: 4! (druid has higher dexterity, so he goes first, otherwise it'd be a roll-off). Both spells are cast.
DM: 5? My monsters act. Resolves attacks. One of the ghouls goes for the bard.
DM: 6 or higher.
Paladin: 6, here I go! (attacks)
Bard: 6 as well. He can go first. Okay, got a ghoul on me. I sing a song to inspire Ranger, then...crap...I'll try and shoot this guy closeup (with disadvantage). No wait, I'll risk it, I'm faking him out then leaping back (movement, risking attack of opportunity), firing my bow.
DM: Next round, everyone got actions? (this time, everyone is ready, no one has need to tell others to get out of the way, stay close, etc. Sometimes rounds will go this way).
In this round, the monsters act first and take down the Ranger. Unlike traditional rules, others were in the act of casting spells, using an item, swinging a weapon, and they don't get, in that brief moment, to halt the swing of their weapon and instead cast Healing Word or bandage the Ranger. The party is in trouble if the monsters go first next round because, if they're quick enough, Ranger could be killed!
Bard: Bardic Inspiration and shooting my crossbow. (Inspiration is a d6 generic and the crossbow d8, so the player rolls a d8).
Ranger: I'm close up. Attacking with both blades. (rolls a d4, using finesse weapons).
Sorcerer: Fire bolt! (rolls a d6 because it's a cantrip)
Druid: Faerie Fire online (rolls a d10 for a spell)
Paladin: Attacking and smiting if I hit (rolls a d8 for his sword, didn't need to declare anything else because smite is an option that triggers only if you hit)
The DM has already rolled and the players all roll at once. The DM counts up from 1 (using categories such as 1-3, 4-6...), Like the DMG rules, no one knows, under this who's going to go first. Eventually, a trust and honesty system will set in where the DM simply looks up and asks if players are ready once the DM has determined monster actions and initiatives.
DM: 1 to 3.
Ranger: 2! He attacks and hits both times.
DM: 4-6
Sorcerer & Druid: 4! (druid has higher dexterity, so he goes first, otherwise it'd be a roll-off). Both spells are cast.
DM: 5? My monsters act. Resolves attacks. One of the ghouls goes for the bard.
DM: 6 or higher.
Paladin: 6, here I go! (attacks)
Bard: 6 as well. He can go first. Okay, got a ghoul on me. I sing a song to inspire Ranger, then...crap...I'll try and shoot this guy closeup (with disadvantage). No wait, I'll risk it, I'm faking him out then leaping back (movement, risking attack of opportunity), firing my bow.
DM: Next round, everyone got actions? (this time, everyone is ready, no one has need to tell others to get out of the way, stay close, etc. Sometimes rounds will go this way).
In this round, the monsters act first and take down the Ranger. Unlike traditional rules, others were in the act of casting spells, using an item, swinging a weapon, and they don't get, in that brief moment, to halt the swing of their weapon and instead cast Healing Word or bandage the Ranger. The party is in trouble if the monsters go first next round because, if they're quick enough, Ranger could be killed!
Conclusion: It's quick once people "know their dice" and player choice of action makes a huge difference. Players are liking the control they have versus the sheer randomness of a d20, and we've de-emphasized the notion Dexterity should have such a heavy hand given all the other game mechanics it affects. Traditional "first strike" classes like rogues with daggers have great odds of striking first. Like in the DMG system, players need to watch the battlefield and plan accordingly because despite the odds, that ogre might roll well enough to surprise you and bring that club up quicker than you were expecting. It's added something to our game without taking anything away.