Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Initiative Tweak - Reactive Initiative
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ilbranteloth" data-source="post: 6541724" data-attributes="member: 6778044"><p>Only one combat, as it turned out, but it went well. There wasn't really any situation where it was important that one opponent got the jump on the other. No issues with spell durations though, which was good.</p><p></p><p>What was quite different is that the story just flowed into the combat. Half the party was working on crossing a small lake, and the ranger had already crossed so was investigating what was left of their horses in the underbrush in the swamp. Unfortunately he failed (both himself and his check) to remember that there wasn't much in the way of large vegetation where they had left the horses. </p><p></p><p>So having not noticed the shambling mound, it got the first attack at him (and missed). He retaliated, and yelled to let the others know. The shambler attacked again and he backed off, and released a weasel from his newly found bag of tricks (he was hoping for something larger...).</p><p></p><p>By this time the others were onshore and running over to help. As I said before, I generally have them rolling their attacks at the same time. In the end, one of the bards was engulfed by the shambler, two rounds before the party killed it.</p><p></p><p>I think that since it was only one creature, there wasn't much need for tracking initiative anyway. As it was, everybody rolling at the same time (including the shambling mound) sped things up even more (5e combat is fast as it is). But I think it really worked well to keep them immersed in the scenario.</p><p></p><p>In the meantime I read The Angry DM's post about speed factor:</p><p></p><p><a href="http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/" target="_blank">http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/</a></p><p></p><p>I'm not opposed to speed factor, and I think that if we do move to static numbers it's easy enough to implement. What stood out to me though is part two of his example combat. It's not specifically about initiative, but the count to the next turn is the sort of thing that I'm hoping to eliminate to make it feel less 'gamey.'</p><p></p><p>Anyway, so far, so good. I generally have no idea what the PCs are going to do each session, but I suspect that the next one will involve very little, if any, combat since they just got back to Daggerford and will probably spend a good portion of the session looking for information and visiting a few NPCs to try to fit together the many clues they've picked up recently.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6541724, member: 6778044"] Only one combat, as it turned out, but it went well. There wasn't really any situation where it was important that one opponent got the jump on the other. No issues with spell durations though, which was good. What was quite different is that the story just flowed into the combat. Half the party was working on crossing a small lake, and the ranger had already crossed so was investigating what was left of their horses in the underbrush in the swamp. Unfortunately he failed (both himself and his check) to remember that there wasn't much in the way of large vegetation where they had left the horses. So having not noticed the shambling mound, it got the first attack at him (and missed). He retaliated, and yelled to let the others know. The shambler attacked again and he backed off, and released a weasel from his newly found bag of tricks (he was hoping for something larger...). By this time the others were onshore and running over to help. As I said before, I generally have them rolling their attacks at the same time. In the end, one of the bards was engulfed by the shambler, two rounds before the party killed it. I think that since it was only one creature, there wasn't much need for tracking initiative anyway. As it was, everybody rolling at the same time (including the shambling mound) sped things up even more (5e combat is fast as it is). But I think it really worked well to keep them immersed in the scenario. In the meantime I read The Angry DM's post about speed factor: [url]http://angrydm.com/2015/02/fine-i-wrote-about-speed-factor-initiative-in-dd-5e/[/url] I'm not opposed to speed factor, and I think that if we do move to static numbers it's easy enough to implement. What stood out to me though is part two of his example combat. It's not specifically about initiative, but the count to the next turn is the sort of thing that I'm hoping to eliminate to make it feel less 'gamey.' Anyway, so far, so good. I generally have no idea what the PCs are going to do each session, but I suspect that the next one will involve very little, if any, combat since they just got back to Daggerford and will probably spend a good portion of the session looking for information and visiting a few NPCs to try to fit together the many clues they've picked up recently. Ilbranteloth [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Initiative Tweak - Reactive Initiative
Top