Pamphylian
Explorer
With any luck, I'll be starting a new in person 5e campaign soon, and am considering the Side Initiative variant, with a small adjustment. RAW (by the 2014 DMG), the PCs and the monsters both roll a d20 as a group, and the highest roll wins. Players go in whatever order they want. This continues until battle is done.
The theoretical appeal of Side Initiative is that it simplifies the process, lessens DM mental load, players and DMs don't have to spend as much time remembering whose turn it is, ideally all leading to faster, more fluid combat. Also, the "players go in whatever order" hopefully spurs cooperation, with the hoped-for PC turn discussion being something like "Ok what should we do, alright Bob you flank the Ogre, I'll provide covering fire, Alice what do you want to do, right yes maybe cast that spell on the guy... break!", versus the feared individual initiative failure mode of "Bob it's your turn" Bob looks up from phone "Uh what's going on again".... "Ok I attack the Ogre" Bob Goes Back to looking at phone, for 20 minutes. These are surely caricatures of the variants unfairly comparing the ideal and the worst case scenarios. Nevertheless, more time with players thinking together sounds great if it indeed works out that way. I guess if not, you can just default to clockwise around the table.
Against Side Initiative, detractors would say that 1) it is very swingy, very strongly rewarding initiative winners, who can neutralize the biggest threats before the other side gets to move, and 2) probably less importantly, character initiative bonuses become meaningless. These both seem pretty valid. Older editions using some version of side initiative get around this by interleaving some actions (fast character actions or particularly cumbersome actions might occur outside of side initiative, or things might occur in phases, with movement and missiles before melee and spells), which has its appeal, but I'm not hugely optimistic about kludging together something like this for 5e.
The easier solution seems to be to have characters roll individually as normal, make a single roll for the monsters***, let those beating the monsters go first, then let the monsters go, then everyone else, but if we are keeping the initiative in place, then after the monsters go we basically just have a full player turn before the monsters go again, so we might as well just do side initiative from that point on, starting with players, after the first monster turn, and continue from there. First mover advantage is reduced, players with initiative bonuses are rewarded, but the benefits of side initiative (if they are what people say) remain.
Anyway, feel free to critique or suggest alternatives, and in general please share your side initiative experiences!
*** Probably just by using the highest monster initiative modifier, with the versimilitudization being that the others are able to follow the lead of their fastest member. I suppose with an edge case with extreme disparity like fighting an acrobat and an ooze, you could roll separately for the ooze or use something like the Speed Factor Initiative Modifiers from the same DMG section (As a side note, has anybody used the Speed Factor Initiative variant ever? Crunchy...but intriguing)
The theoretical appeal of Side Initiative is that it simplifies the process, lessens DM mental load, players and DMs don't have to spend as much time remembering whose turn it is, ideally all leading to faster, more fluid combat. Also, the "players go in whatever order" hopefully spurs cooperation, with the hoped-for PC turn discussion being something like "Ok what should we do, alright Bob you flank the Ogre, I'll provide covering fire, Alice what do you want to do, right yes maybe cast that spell on the guy... break!", versus the feared individual initiative failure mode of "Bob it's your turn" Bob looks up from phone "Uh what's going on again".... "Ok I attack the Ogre" Bob Goes Back to looking at phone, for 20 minutes. These are surely caricatures of the variants unfairly comparing the ideal and the worst case scenarios. Nevertheless, more time with players thinking together sounds great if it indeed works out that way. I guess if not, you can just default to clockwise around the table.
Against Side Initiative, detractors would say that 1) it is very swingy, very strongly rewarding initiative winners, who can neutralize the biggest threats before the other side gets to move, and 2) probably less importantly, character initiative bonuses become meaningless. These both seem pretty valid. Older editions using some version of side initiative get around this by interleaving some actions (fast character actions or particularly cumbersome actions might occur outside of side initiative, or things might occur in phases, with movement and missiles before melee and spells), which has its appeal, but I'm not hugely optimistic about kludging together something like this for 5e.
The easier solution seems to be to have characters roll individually as normal, make a single roll for the monsters***, let those beating the monsters go first, then let the monsters go, then everyone else, but if we are keeping the initiative in place, then after the monsters go we basically just have a full player turn before the monsters go again, so we might as well just do side initiative from that point on, starting with players, after the first monster turn, and continue from there. First mover advantage is reduced, players with initiative bonuses are rewarded, but the benefits of side initiative (if they are what people say) remain.
Anyway, feel free to critique or suggest alternatives, and in general please share your side initiative experiences!
*** Probably just by using the highest monster initiative modifier, with the versimilitudization being that the others are able to follow the lead of their fastest member. I suppose with an edge case with extreme disparity like fighting an acrobat and an ooze, you could roll separately for the ooze or use something like the Speed Factor Initiative Modifiers from the same DMG section (As a side note, has anybody used the Speed Factor Initiative variant ever? Crunchy...but intriguing)






