Don't make me roll for initiative.........again

Rystil Arden said:
The fact is, a Cleric with Hold Person is not a scary or uncommon encounter. You can expect to see one in any adventure of level 1 and up. And with Initiative reroll, chances are fairly good that a character will automatically die against any such cleric without getting to make a single roll beyond that one first Will save or giving the other PCs time to react or take any action.

So, basically, if the cleric has a friend who acts after the cleric, the encounter is a TPK? Or should we have a rule that two NPCs cannot act one after the other unless a PC gets an action between the two?

Again, years of doing it this way, yet to encounter a single problem.

RC
 

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Raven Crowking said:
So, basically, if the cleric has a friend who acts after the cleric, the encounter is a TPK? Or should we have a rule that two NPCs cannot act one after the other unless a PC gets an action between the two?

Again, years of doing it this way, yet to encounter a single problem.

RC
If the Cleric has a friend who acts after the Cleric, you could still have a PC delay or ready to go in between when they see the way initiative is set out. With the random rolling, it will just happen, a decent percentage of the time, it cannot be stopped by any roll, plan, or thinking. If you haven't seen it, then that's because either you and your players actively chose to ignore standard options to artificially make the system work, or just nobody realised the holes in the system, which while admittedly very possible, seems hard to believe considering the people here have noted them very quickly. Then again, it could be the same effect as the puzzle that stumps the group and everyone on the forum solves immediately. I'm guessing that's what it is.
 


Raven Crowking said:
This is not merely an issue of a character getting two turns fairly close to back to back. This is an issue where getting two turns back to back has overwhelming consequences. And, oddly enough (or not so oddly) it hasn't happened in my game yet.

Odd.

One of the PCs in my game is a Dwarven Paladin 1 / Fighter 4 / Kensai 2 with a Dwarven Urgosh and 56 hit points. He averages without criticals 14 points of damage with the primary side of the weapon and 11 points with the secondary end. 34 points with a critical with the primary side of the weapon and 26 points with a critical with the secondary end.

If a duplicate of him (i.e. another 7th level Dwarven Kensai with identical stats and abilities) managed to get two full round attacks back to back and hit with all 6 attacks, he would average without criticals 78 points of damage and kill the PC. He could hit with 5 out of 6 and still kill him. Not make him go unconscious, kill him. He could hit with 3 out of 6 and kill him if one of these is a critical.

In the roll once per battle init system, he would have to critical him twice to kill him out of 3 attacks. Possible, but a lot less likely than doing one critical and two other normal hits out of 6 attacks.

So, the odds of doing in in a single round are not very good, but the odds of doing it with two back to back actions while not great are well within the "it happens and it can happen quite often" range. He has a 50% chance of hitting himself when fighting two weapon with his AC, so he has a 50%/25%/50%/50%/25%/50% of hitting in the back to back scenario. Having 3 of these hit where one of them is a critical happens about 25% of the time (one or more threats with 6 rolls and a 20 is needed to threaten) * 25% (rounds where enemy loses init on round x and wins init on round x+1) * 50% (rounds of 3 hits where one already threatens). This would happen one round in 30 or so. Even if it is one round in 50, it is still one combat in 10 when facing similar ability foes and could easily happen once per every few level advancements. Since it could happen to any PC in the party, it could (and should) happen to somebody in the party maybe once per level advancement or two.


Note: This assumes the PC Fighter is not damaged before these two round. That does not happen a lot of rounds either.

Note: Such a character against himself is threatening. Such a character who could get two back to back full round attacks against a lower hit point character such as a Wizard or a Rogue would be devastating virtually every time since he would only need to hit half as often as against a Fighter type to kill these types of PCs.


So, I find your statement a bit odd if the DM in your game (is that you?) ever challenges the PCs with equal powered opponents. I have seen PC deaths in my games and I do not use a system that allows for back to back turns. Stuff happens. Mathematically, bad stuff has to happen more often in a roll each round system than in a roll once per battle system.


Btw, this is not much different than having multiple opponents against a single PC. The only difference is that if you have 3 opponents against a PC using the normal init system, you could have 3 to 6 unanswered opponent attacks if you roll init each round. How can that not be considered more potent and potentially devastating (i.e. a TPK just waiting to happen)???
 

Rystil Arden said:
...you could still have a PC delay or ready to go in between when they see the way initiative is set out. With the random rolling, it will just happen, a decent percentage of the time, it cannot be stopped by any roll, plan, or thinking. If you haven't seen it, then that's because either you and your players actively chose to ignore standard options to artificially make the system work, or just nobody realised the holes in the system...

This is actually what I see in practice, many don't know how or don't use delay and ready actions (too powergamerish, i.e. tactical) so don't realize the problem inherent with the optional rule.

I posted a while back about my new group and trying to trade positions with a threatened wizard in a 5' hallway. All those guys are "long time D&D gamers" but none of them ever delay or ready unless they are readying to disrupt casting. I am also a "long time D&D gamer" so no fault to them, but there seems to be some sort of stigma against playing tactically fully utilizing the new rules vs. keeping it 'pure' and playing as they previously did.

Both ways work, obviously, but I think it really depends on your group's playstyle as to which works best.
 


I haven't read the thread completely but I have read the PHB.

PHB, pg 135, Combat Basics:
"INITIATIVE
Before the first round, each player makes an initiative check for his or her character. The DM makes initiative checks for the opponents. An initiative check is a Dexterity check (1d20 + Dexterity modifier). Characters act in order from highest initiative result to lowest, with the check applying to all rounds of the combat.
A character is flat-footed until he or she takes an action."

Also see under Initiative, PHB pg 136.
"In every round that follows, the charactes act in the same order (unless a character takes an action that results in his or her initiative changing;"

What is the debate about? The rules for initiative state that you roll initiative once at the start of battle, not every round of battle.
 

Kieperr, the debate is about the variant listed in the DMG for rolling each round, something that has been done in most of the earlier editions...

And yes, this is an interesting thread.. would be a shame to have that jack-booted moderator shut it down :)
 

Rystil Arden said:
If the Cleric has a friend who acts after the Cleric, you could still have a PC delay or ready to go in between when they see the way initiative is set out. With the random rolling, it will just happen, a decent percentage of the time, it cannot be stopped by any roll, plan, or thinking.

But can't a PC delay or ready to go after the cleric in any given round? That way, his turn will always come between the cleric's turns in sequential rounds...

-Hyp.
 

I played a few magic-users in 1st Ed, and I lost a couple of them to the 're-roll every round' rule. On one occasion, a thief backstabbed me, rolled to avoid my mirror images, then got a higher initiative roll, and backstabbed me again, and promptly picked me out of 4 mirror images for the second time! Another time, I got hit by criticals twice in a row from a fighter, with no chance to reply.

Like others have said, the more randomness a game rule introduces, the more chance your PC has of dying by it in any given adventure. This understanding has been around for a long time - I think I remember it being discussed in Dragon Magazine a long time ago. It is simple common sense that even well-played PCs will die sooner or later, if you throw them into enough dangerous situations. It's just a question of your luck running out eventually.

Just as a point of interest, a few 1st Ed DMs, myself included, ran initiative according to the current 3.5 rule, because it saved time!
 

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