The Souljourner said:It makes refocus even more useless than it already is. I guess you'd say you just get to roll a 20 for the next round... but then the round after, you'd go back to rolling.
IceBear said:Do you guys notice any issues with stunning and full round spells? Does anyone even ready an action or do they just hope they'll win the iniative the next round?
If it works for you, great. I loathed tracking initiative each round in 2E. I found it to be an onerous task. Rolling intiative only once per fight was one of the best changes of 3E. What we do is use index cards. We have one card for each PC and one card for each monster type. When initiative is rolled we arrange the cards in descending initiative order and then simply cycle through them one after the other until the fight ends. A character on a delay has his card removed from the stack until he wishes to insert, and a readied character's card is turned sideways so that it sticks out of the deck to remind the DM that the character is on a ready. When you die your card is removed from the stack. It's super easy and makes combat go smoothly for us.Zandy said:Wow.
I have to say I'm stunned that my group is SO FAR into the minority here.
As I said at the beginning of this thread, we experimented with single initiative when we switched to 3.0, but quickly returned to init each round.
Here are some reasons;
Gives rightful advantage to high-dex PC/NPCs; A rotten roll with single init can doom a PC, although I guess they could delay to the next round, but then they miss a movement/attack. With init each round, on average, the high-dex rollers will GET that benefit.
Increases tension; As one poster mentioned, combat IS a variable activity. Rolling each round MAKES it that again. As a DM, part of the fun is taking the players init, then showing them the monster Inits, and having the look on their faces as they see they are ALL after the monsters. As well, having two attacks in a row is just as nerve-racking, on BOTH sides. I don't have to have lived it to know that in the middle ages, swordsmen didn't take turns swinging...
Does NOT slow down combat; You would thing that, logically, an extra roll would slow things down a TON. And that WAS the case. But I built an initiative board. It is magnetic with little icons for each PC. BBEG monsters have solo icons, and groups of monsters have a group icon. I make matching foldup minis for the battleboard. When we get near the end of the round (last one or two to go), the person running the board calls for the init rolls. By the time the DM is ready for the next round, most inits are on the board waiting.
I hope that DMs out there don't roll separate inits for EACH NPC/monster! As a DM, I rarely roll more than 2 or 3 inits. It truly doesn't make the combats go slower, and it CERTAINLY makes them more exciting.
BUT... to each group their own way....
The ONLY time I don't make inits each round is when it is one-on-one battle OR when it will be a quick fight.
Anyway, thanks for all the input, everyone....![]()
IceBear said:Do you guys notice any issues with stunning and full round spells? Does anyone even ready an action or do they just hope they'll win the iniative the next round? BTW, I doubt you're doing it, but the "look on the players' faces" comment makes it sound like you're competing with your players. Again, I doubt that's what you meant, so don't take it the wrong way

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.