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General Tabletop Discussion
*Dungeons & Dragons
Group initiative every round in 5E
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<blockquote data-quote="Anth" data-source="post: 6429346" data-attributes="member: 9636"><p>I just love the chaotic group initiative in BDnD: the party rolled one d6, the DM rolled one d6, highest goes first, roll again every round.</p><p></p><p>The problem in 5E, as I see it, is three-folded:</p><p>1. Party members and monsters shouldn't have the same initiative count and act simultaneously. But as I see this isn't a big problem. If a PC and a monster act at the same time some funny things can happen, but nothing gamebreaking.</p><p>2. Effects that last until the beginning of a PCs next turn can get really screwed up, as the puropse is that all others should have exactly one turn until the PCs next turn.</p><p>3. People get upset as they are used to that their DEX affect the initiative roll (and the feat Alert (Improved Initiative) become worthless).</p><p></p><p>Has anyone tried group initiative every round in 5E (or 3E/4E)?</p><p>What rule did you use and what problems did you encounter?</p><p></p><p>My solution so far:</p><p>The party roll one d20 every round, then every PC add their initiative to the roll, meaning that the initiative order within the group will always be the same.</p><p>The DM doesn't roll, but add monsters initiative to 10.5 (Lair Actions are 19.5), meaning that no monster act att the same count as a PC.</p><p>If more than one PC act before, between, or after the monsters; those PCs act as a group and can act in any order they like.</p><p>Effects that last until the beginning of a PCs next turn are now effective during every others next turn, no matter when this turn may happen (effects that last longer than one round isn't affected).</p></blockquote><p></p>
[QUOTE="Anth, post: 6429346, member: 9636"] I just love the chaotic group initiative in BDnD: the party rolled one d6, the DM rolled one d6, highest goes first, roll again every round. The problem in 5E, as I see it, is three-folded: 1. Party members and monsters shouldn't have the same initiative count and act simultaneously. But as I see this isn't a big problem. If a PC and a monster act at the same time some funny things can happen, but nothing gamebreaking. 2. Effects that last until the beginning of a PCs next turn can get really screwed up, as the puropse is that all others should have exactly one turn until the PCs next turn. 3. People get upset as they are used to that their DEX affect the initiative roll (and the feat Alert (Improved Initiative) become worthless). Has anyone tried group initiative every round in 5E (or 3E/4E)? What rule did you use and what problems did you encounter? My solution so far: The party roll one d20 every round, then every PC add their initiative to the roll, meaning that the initiative order within the group will always be the same. The DM doesn't roll, but add monsters initiative to 10.5 (Lair Actions are 19.5), meaning that no monster act att the same count as a PC. If more than one PC act before, between, or after the monsters; those PCs act as a group and can act in any order they like. Effects that last until the beginning of a PCs next turn are now effective during every others next turn, no matter when this turn may happen (effects that last longer than one round isn't affected). [/QUOTE]
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Group initiative every round in 5E
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