FrogReaver
The most respectful and polite poster ever
So I've been interested in trying a group turn system where all the players share a turn and all the monsters share a turn etc. I also realize the drawbacks of such a system are that combats can become a little swingy and I'm thinking of ways to mitigate that.
Idea 1:
1. The DM rolls a d20 for the players team and for the monsters team and this opposed roll determines which team goes first (at the DM's discretion a team may get a bonus to this opposed "who goes first" roll). Afterwards, each combatant rolls a DC 12 initiative check (the exact DC may need tweaked). Those that pass the check get to go on the first turn. Those that fail must wait till turn 2.
(I have considered dropping the initiative check altogether for the team going 2nd)
The hope is that typically starting the fight with just a few players and monsters going will eliminate most of the swinginess of a team going first.
Thoughts? Opinions? Other ideas?
Idea 1:
1. The DM rolls a d20 for the players team and for the monsters team and this opposed roll determines which team goes first (at the DM's discretion a team may get a bonus to this opposed "who goes first" roll). Afterwards, each combatant rolls a DC 12 initiative check (the exact DC may need tweaked). Those that pass the check get to go on the first turn. Those that fail must wait till turn 2.
(I have considered dropping the initiative check altogether for the team going 2nd)
The hope is that typically starting the fight with just a few players and monsters going will eliminate most of the swinginess of a team going first.
Thoughts? Opinions? Other ideas?
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