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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Declarations that start combat vs. 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="Quickleaf" data-source="post: 8603072" data-attributes="member: 20323"><p>Often "swords out, dice out" is a good rule-of-thumb. But whenever initiative questions arise, I prefer to look at the context, because I think MOST of the methods you describe could make sense depending on the specific context.</p><p></p><p>So my first step with your example is "reading the room." If it seems like the instigating player is alone in wanting to do this fight and the fight could have outcomes that disrupt other players' enjoyment, I'd pause, acknowledge the instigator's intent and readiness ("ok, you've gone for your sword"), and then I'd check in with the other players about what they want to do and what they'd like to see happen. This gives the other players a chance to talk down their instigating companion in a way that's non-disruptive and lets the instigator still take some spotlight in a roleplaying sense.</p><p></p><p>Similarly, if it's just this one PC and this one mouthy noble who are throwing down – the rest of the players are watching and just heckling, same with the noble's entourage – then in a 1v1 I'd dispense with initiative entirely and use simultaneous initiative.</p><p></p><p>However, if everyone's game for combat, then the instigator might go...</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Normal Initiative Order: </span></strong>Everyone in both groups are clearly opposed, no player is going to try to talk the instigating player down, there's the opportunity/motivation for a fight, there are some stakes to the fight, it's not going to be interrupted immediately by the authorities, etc. Totally regular initiative order. If the player's intent is not to deal hit point damage but some other effect, like cutting off the mouthy noble's kerchief or something flavorful, basically it's just the player signaling "I'm picking a fight."</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">At the top of initiative:</span> </strong>If I've narrated the opposition as particularly unprepared or overconfident. If the opposition was deliberately trying to lure the PCs into attacking first to get them in trouble with authorities or to invoke "self defense." If the opposition is overwhelming (i.e. no prayer for players to defeat them) and is toying with the PCs. If the opposition is really weak... and in this case initiative might not even be necessary because it's going to be over quick.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">During normal initiative but with chance of people on both sides could be surprised:</span> </strong>I would use surprise if the instigating player's intent is to get the drop on the mouthy noble's entourage; the player would roll Deception vs. the Insight of the enemies, and whether the rest of the PC's friends would need to roll Insight would depend on specific situation.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">At the top of initiative, with the chance people on both sides could be surprised it's starting now: </span></strong>Getting automatic top of the initiative <em>with</em> surprise is something I rarely use as a reward for excellent recon/preparation/strategy/sabotage. Because your example scene seems more spontaneous, I wouldn't use this particular option for this context.</p><p></p><p>EDIT: I'm very much a contextual DM, and I prefer to play with players who can I can build trust with so I can creatively flex things like initiative to better reflect our shared story. However, I know some players hate this approach ("the rules are the rules"), so my step 1 is always read the group I'm running for.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8603072, member: 20323"] Often "swords out, dice out" is a good rule-of-thumb. But whenever initiative questions arise, I prefer to look at the context, because I think MOST of the methods you describe could make sense depending on the specific context. So my first step with your example is "reading the room." If it seems like the instigating player is alone in wanting to do this fight and the fight could have outcomes that disrupt other players' enjoyment, I'd pause, acknowledge the instigator's intent and readiness ("ok, you've gone for your sword"), and then I'd check in with the other players about what they want to do and what they'd like to see happen. This gives the other players a chance to talk down their instigating companion in a way that's non-disruptive and lets the instigator still take some spotlight in a roleplaying sense. Similarly, if it's just this one PC and this one mouthy noble who are throwing down – the rest of the players are watching and just heckling, same with the noble's entourage – then in a 1v1 I'd dispense with initiative entirely and use simultaneous initiative. However, if everyone's game for combat, then the instigator might go... [B][COLOR=rgb(251, 160, 38)]Normal Initiative Order: [/COLOR][/B]Everyone in both groups are clearly opposed, no player is going to try to talk the instigating player down, there's the opportunity/motivation for a fight, there are some stakes to the fight, it's not going to be interrupted immediately by the authorities, etc. Totally regular initiative order. If the player's intent is not to deal hit point damage but some other effect, like cutting off the mouthy noble's kerchief or something flavorful, basically it's just the player signaling "I'm picking a fight." [B][COLOR=rgb(251, 160, 38)]At the top of initiative:[/COLOR] [/B]If I've narrated the opposition as particularly unprepared or overconfident. If the opposition was deliberately trying to lure the PCs into attacking first to get them in trouble with authorities or to invoke "self defense." If the opposition is overwhelming (i.e. no prayer for players to defeat them) and is toying with the PCs. If the opposition is really weak... and in this case initiative might not even be necessary because it's going to be over quick. [B][COLOR=rgb(251, 160, 38)]During normal initiative but with chance of people on both sides could be surprised:[/COLOR] [/B]I would use surprise if the instigating player's intent is to get the drop on the mouthy noble's entourage; the player would roll Deception vs. the Insight of the enemies, and whether the rest of the PC's friends would need to roll Insight would depend on specific situation. [B][COLOR=rgb(251, 160, 38)]At the top of initiative, with the chance people on both sides could be surprised it's starting now: [/COLOR][/B]Getting automatic top of the initiative [I]with[/I] surprise is something I rarely use as a reward for excellent recon/preparation/strategy/sabotage. Because your example scene seems more spontaneous, I wouldn't use this particular option for this context. EDIT: I'm very much a contextual DM, and I prefer to play with players who can I can build trust with so I can creatively flex things like initiative to better reflect our shared story. However, I know some players hate this approach ("the rules are the rules"), so my step 1 is always read the group I'm running for. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Declarations that start combat vs. initiative
Top