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General Tabletop Discussion
*Dungeons & Dragons
Initiative and Delay
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<blockquote data-quote="SilentBoba" data-source="post: 6411334" data-attributes="member: 6692389"><p>The arguments for and against delaying are quite interesting, if a bit heated. I think for our group we might go with a "slot" approach for round 1 only. Each PC or monster group/named NPC rolls initiative as normal, but the result is an open slot at that initiative count. When the slot comes up for the first time, someone on that team takes the slot, and that is their initiative count for the rest of the battle. Moving forward, there are no delays, only Go/Ready/Dodge.</p><p></p><p>I've always hated the idea of a group kicking open a door, then immediately rolling for initiative leading to the front liners suddenly standing still as statues (with crappy initiative) while two characters behind them with much higher initiatives stand and pick their noses. Always this led to the inevitable "I hold my action" nonsense. The concept of slots is the quick 2nd rank folk (who rolled high init) see into the room around the tanks and prompt their friends into action: "charge the archer to the right you great lummox!" It's still to the party's benefit to roll the best initiative slots they can (perhaps augmented by the Alert feat, which makes the description above even more appropriate), but good rolls aren't wasted and initiative tracks don't need to be fiddled with after round one.</p></blockquote><p></p>
[QUOTE="SilentBoba, post: 6411334, member: 6692389"] The arguments for and against delaying are quite interesting, if a bit heated. I think for our group we might go with a "slot" approach for round 1 only. Each PC or monster group/named NPC rolls initiative as normal, but the result is an open slot at that initiative count. When the slot comes up for the first time, someone on that team takes the slot, and that is their initiative count for the rest of the battle. Moving forward, there are no delays, only Go/Ready/Dodge. I've always hated the idea of a group kicking open a door, then immediately rolling for initiative leading to the front liners suddenly standing still as statues (with crappy initiative) while two characters behind them with much higher initiatives stand and pick their noses. Always this led to the inevitable "I hold my action" nonsense. The concept of slots is the quick 2nd rank folk (who rolled high init) see into the room around the tanks and prompt their friends into action: "charge the archer to the right you great lummox!" It's still to the party's benefit to roll the best initiative slots they can (perhaps augmented by the Alert feat, which makes the description above even more appropriate), but good rolls aren't wasted and initiative tracks don't need to be fiddled with after round one. [/QUOTE]
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