Increasing disparity between monster and player initiative

Ferghis

First Post
This thread is inspired by those that have noticed the difference between monster defenses and PC attack bonuses. There is a similar pattern with respect to initiative. As the PCs grow in level, the difference between an appropriate level monster's initiative bonus and an average PC's initiative bonus increases pretty drammatically. The basis of my thesis is this pulled-out-of-my-rear chart. The columns I focus on are the second and third ones from the right. Ignore the fact that I left a cell selected when I took the screenshot.



Level: the level of the character or monster.

Monster Init: average initiative of a monster of that level. This is the monster's half level bonus plus the dex bonus. I assumed that the dex began at 13, and was increased by half level. Since skirmishers, soldiers and lurkers get bonuses to their initiative (of +2, +2, and +4 respectively, I added a +1 to make the average more in line with the fact that half the roles get initiative bonuses. There is considerable variation among monster initiatives, particularly among monsters of higher level, so the real bonus could be much higher or lower at the top levels.

Primary Init: this is the initiative bonus of a character whose primary ability score yields an initiative bonus. For example, a Thief or a Deva with Battle Intuition and Wisdom as his or her principal ability score. This assumes that the ability starts at 18, is raised at every opportunity, and that the epic destiny also raises it by two. No other bonuses (such as feat or item bonuses) have been added into this score.
Delta: the difference between the two colums to the left.
Delta for L+2: the difference between the initiative of a monster of level +2 and the Primary Init score of the same level. I added this info because it seems that this is often a normal encounter.

Normal Init: this is the initiative bonus of a character who, at creation, has a 12 in the ability that yields an initiative bonus. There is considerable variation here, and while it could be a point or two higher, it could also be a point or two lower. This only increased at levels 11 and 21, and therfore the bonus increases at level 21.
Delta: the difference between Monster Init and Normal Init.
Delta for L+2: the difference between Monster Init two levels above the Normal Init.

Feat+Item: the bonus to initiative granted by taking Improved Initiative (+4 feat bonus) at level 4, retraining it to Superior Initiative (+8 feat bonus) at level 22, and donning a tier-appropriate Casque of Tactics (+1/2/3 item bonus) at levels 6, 16, and 26 (the item is of level 4/14/24, but it's not among the first items that would get upgraded).

The conclusion I draw from the numbers above is that a character who does not invest in his or her initiative will, at higher levels, almost always lose initiative. While I can agree that such a character should be penalized to some extent, a ten point difference, on average, is too much. And forcing a character to invest a feat or a head-slot item to remedy this seems, to me, coercive character building. In other words, if I don't have an ability score that contributes to the initiative as a primary attribute, I am forced to spend a feat and a head slot item to remain competitive.

This is not as big a problem as the attack vs defense disparity: winning initiative usually only affects the first round of battle (although winning initiative has consequences on the remainder of the battle). But it's a real enough issue to players who want to build mechanically-sound characters. For example, almost every character optimizer takes the feats and has an item bonus to initiative or has some gambit to optimize initiative.

The solution is to perhaps allow characters to add their highest bonus to initiative (instead of dex), and apply a penalty to it if it is not dex (maybe three points?). This should allow it to scale properly throughout a character's career. What do folks think about this?
 
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The conclusion I draw from the numbers above is that a character who does not invest in his or her initiative will, at higher levels, almost always lose initiative. While I can agree that such a character should be penalized to some extent, a ten point difference, on average, is too much. And forcing a character to invest a feat or a head-slot item to remedy this seems, to me, coercive character building. In other words, if I don't have an ability score that contributes to the initiative as a primary attribute, I am forced to spend a feat and a head slot item to remain competitive.

This is not as big a problem as the attack vs defense disparity: winning initiative usually only affects the first round of battle (although winning initiative has consequences on the remainder of the battle). But it's a real enough issue to players who want to build mechanically-sound characters. For example, almost every character optimizer takes the feats and has an item bonus to initiative or has some gambit to optimize initiative.

The solution is to perhaps allow characters to add their highest bonus to initiative (instead of dex), and apply a penalty to it if it is not dex (maybe three points?). This should allow it to scale properly throughout a character's career. What do folks think about this?

I don't think it makes any real significant difference, frankly.

After all, there are very few pcs with both rock-bottom Dex and Int. Most of them are fine with going late in the round. Moreover, going dead last on initiative only matters in that the bad guys get one turn before you tear into them- and 4e is VERY good at making one-round-ends-the-fight EXTREMELY good to pull off.

I would also dispute your contention that most optimized pcs invest (perhaps heavily) in initiative. Not in my campaign they don't! Even my party's rogues don't have Improved Initiative.

Now, you assert that a ten point difference is too high- but why? In practice, it's exactly the same thing as a five-point advantage if you roll low. So one (or a couple) of pcs who are designed without a thought towards initiative is always last- I'd say he ought to be. Losing initiative just isn't that big of a deal in 4e. In 3e, yes, initiative was crucial, Improved Initiative was voted the best feat in the game, etc. None of that matters when you're talking about 4e, it's too different of a system.

I see your proposal as a solution in search of a problem; moreover, it's a solution that further encourages pcs to min-max (especially in point buy games) and further ignore some of their stats. If you ignore a stat, you should not get the same benefits- ANY of them- as a pc who invests in that stat.

All IMHO, YMMV, etc.
 

I don't think it makes any real significant difference, frankly.
RPGs have a lot of fiddly parts. In most games, PC deaths (the only solid indication of "losing") are rare. I'm not sure any single individual part of the game makes a difference to anything. When I played OD&D, and characters died every session, I just accepted it as part of the game. What I'm trying to highlight is something that seems a design defect, not something that breaks the game. And, to me, this seems to break with the remainder of 4e's game design.

Also, it certainly has some impact in the game. If the DM were to announce that, at every encounter, the monsters will get the first round against every non-dex character, players would take it poorly. While it's not being done overtly, this is the practical effect of the numbers.

After all, there are very few pcs with both rock-bottom Dex and Int. Most of them are fine with going late in the round. Moreover, going dead last on initiative only matters in that the bad guys get one turn before you tear into them- and 4e is VERY good at making one-round-ends-the-fight EXTREMELY good to pull off.
The chart assumes a starting dex of 12. Nothing remotely close to rock-bottom. Also, Int doesn't contribute to initiative, as far as I know.

One or two characters going dead last is not a problem. It's an appropriate spread on the d20. All characters that are not somehow invested in initiative (be it dex-primary or feat and item boosted) consistently going last or almost last is more of a problem.

I would also dispute your contention that most optimized pcs invest (perhaps heavily) in initiative. Not in my campaign they don't! Even my party's rogues don't have Improved Initiative.
I'm looking at the charop boards. I have no way of visiting your and other campaigns to note what goes on there.

Also, I'm guessing that most players assume that initiative scales like most other things. If one were to highlight the disparity in bonuses, they may be more concerned about the issue.

I see your proposal as a solution in search of a problem; moreover, it's a solution that further encourages pcs to min-max (especially in point buy games) and further ignore some of their stats. If you ignore a stat, you should not get the same benefits- ANY of them- as a pc who invests in that stat.
I agree with your last sentence, and I never proposed that PCs should get a free ride on initiative. It just seems that the margin of their deficiency should not widen so much.
 

I fix the problem by:

1) Not applying monster Dex to initiative. Instead, they get a flat +1 bonus per sub-tier (5 levels). This means that monsters only 'gain' 2 bonuses over any given PC over the course of 30 levels, because...

2) I DM C4, where all stat boost levels are like 11th and 21st. (+1 to all stats at 4th, 8th, etc.)

This way, low-Dex PCs are still behind the curve so to speak, but the gap doesn't become a yawning chasm by 30th.
 


This is news to me, since the 4e DMG says monsters only get +1/2 level to init, same as PCs. So in reality they get +1/level to init?
 

This is news to me, since the 4e DMG says monsters only get +1/2 level to init, same as PCs. So in reality they get +1/level to init?
They add their dex bonus. Monster ability scores scale by half level as well, so this means that they get half their level again as a dex bonus.

Also, skirmishers, soldiers and lurkers get bonuses (+2, +2, +4).
 
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They add their dex bonus. Monster ability scores scale by half level as well, so this means that they get half their level again as a dex bonus.

Also, skirmishers, soldiers and lurkers get bonuses (+2, +2, +4).

Hm, I guess I didn't notice that monsters were adding half level to stats. Doesn't seem to mention that anywhere. That would likely give them around a 5-10 point init advantage on average over 30 levels, yup.
 

Hm, I guess I didn't notice that monsters were adding half level to stats. Doesn't seem to mention that anywhere. That would likely give them around a 5-10 point init advantage on average over 30 levels, yup.

It's in the DMG. Ability scores, or something. Scores start at around 13 (but primary attack score is 16), and then gain a half level. Perhaps it's in the chapter on NPCs, immediately after Customizing Monsters.
 

I agree with [MENTION=1210]the Jester[/MENTION]. So long as you aren't regularly throwing alpha strike optimized assassin hit squads against your PCs, this 5 to 10 point initiative advantage over 30 levels actually seems like a design feature to me, not a bug...

It helps some monsters get to have at least one round before being focused fired to death by alpha strike optimized PCs.

Also by mid-paragon there are lots of initiative bonuses available to PCs via powers and magic items, which I don't think your chart takes into account (nor am I sure how you would).
 

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