D&D 5E Ideas for handling Initiative with group based turns.

FrogReaver

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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?
 
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There is a classic variant on team initiative. Have the monsters roll a single initiative, then have the plauers roll. Anyone who beats that can go, then the monsters, then all the players, then the monsters, then all the players, etc.

There are a few class abilities and feats that give boosts to initiative that are still worthwhile under this method.

You dont necessarily need to mitigate the swingyness as long as the players are aware of it and plan for it. Let them be tactical and chain moves.

On the other hand, make monsters take the dodge action to be harder to hit for a round, or the help action to help their ally hit better, or rest a moment and quaff a potion (or maybe they have action surge!), or perhaps they run and call for reinforcements.

If they down a pc, maybe they stsrt dragging him off for a meal, or for ransom, or whatever reason.

If you think of things that hinder the party that aren't attacks, you can make a fight more challenging without necessarily being swingy
 

Dm rolls a d20. Party caller rolls a d20. Both call the result. Players add their init mod to caller roll. PCs who are above the Dm go first. If no pc go first, then players decide who swing first after the monsters go.
 

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