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
Actions and When to Enter 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="77IM" data-source="post: 7796749" data-attributes="member: 12377"><p>I struggle with this a lot, but I've developed a process that mostly works for me. It's called "advantage/disadvantage to initiative." Let me see if I can summarize:</p><p></p><p>1. Roll for initiative, and <em>the person initiating the action (the instigator) gets advantage</em>. Here, your initiative represents your reaction time. It IS possible for someone to start doing something (e.g. cast a spell) but get interrupted because somebody else noticed and got the jump on them. (Sometimes, if a character is specifically watching to interrupt, I will give that character advantage too.)</p><p></p><p>2. Roll for surprise, typically either <em>Wisdom (Insight) vs. passive Charisma (Deception)</em> or sometimes <em>Wisdom (Perception) vs. passive Dexterity (Sleight of Hand)</em>. Here, the surprise result indicates whether the person knows what they are seeing and can choose to try to react. I give advantage to someone who is suspicious or to a player who's told me they're scrutinizing the target.</p><p></p><p>This leads to four possible outcomes:</p><p>1. The instigator wins initiative and everybody is surprised. Best case scenario for the instigator; they can't be interrupted.</p><p>2. The instigator wins initiative, but some people are not surprised. Second best scenario, this is mostly the same as above, but may have implications for certain abilities (e.g. assassin rogues) and allows unsurprised characters to possibly react later in the round instead of waiting until next round.</p><p>3. The instigator loses initiative, but everyone ahead of them is surprised. Third best scenario, because even though the surprised characters can't act, they can take reactions once their turn has past.</p><p>4. The instigator loses initiative and doesn't surprise anyone. Worst case scenario. Instigator gets dogpiled.</p><p></p><p>This mechanic heavily favors the instigator, which I think makes sense -- it's often hard to interrupt someone. BUT it's balanced by the fact that usually there's only one instigator, and a whole party of people trying to interrupt them.</p><p></p><p>Also, this basically works exactly as 5E says it should. All I've really done is apply situational advantage/disadvantage to initiative, which is something most people overlook for some reason.</p></blockquote><p></p>
[QUOTE="77IM, post: 7796749, member: 12377"] I struggle with this a lot, but I've developed a process that mostly works for me. It's called "advantage/disadvantage to initiative." Let me see if I can summarize: 1. Roll for initiative, and [I]the person initiating the action (the instigator) gets advantage[/I]. Here, your initiative represents your reaction time. It IS possible for someone to start doing something (e.g. cast a spell) but get interrupted because somebody else noticed and got the jump on them. (Sometimes, if a character is specifically watching to interrupt, I will give that character advantage too.) 2. Roll for surprise, typically either [I]Wisdom (Insight) vs. passive Charisma (Deception)[/I] or sometimes [I]Wisdom (Perception) vs. passive Dexterity (Sleight of Hand)[/I]. Here, the surprise result indicates whether the person knows what they are seeing and can choose to try to react. I give advantage to someone who is suspicious or to a player who's told me they're scrutinizing the target. This leads to four possible outcomes: 1. The instigator wins initiative and everybody is surprised. Best case scenario for the instigator; they can't be interrupted. 2. The instigator wins initiative, but some people are not surprised. Second best scenario, this is mostly the same as above, but may have implications for certain abilities (e.g. assassin rogues) and allows unsurprised characters to possibly react later in the round instead of waiting until next round. 3. The instigator loses initiative, but everyone ahead of them is surprised. Third best scenario, because even though the surprised characters can't act, they can take reactions once their turn has past. 4. The instigator loses initiative and doesn't surprise anyone. Worst case scenario. Instigator gets dogpiled. This mechanic heavily favors the instigator, which I think makes sense -- it's often hard to interrupt someone. BUT it's balanced by the fact that usually there's only one instigator, and a whole party of people trying to interrupt them. Also, this basically works exactly as 5E says it should. All I've really done is apply situational advantage/disadvantage to initiative, which is something most people overlook for some reason. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Actions and When to Enter Initiative
Top