Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 9614854" data-attributes="member: 20323"><p>My experience is D&D's initiative system fails to scale up well for larger groups – even if there's inevitable increase in handling time with more players, the initiative system really exacerbates that.</p><p></p><p>My read is that the more an initiative system is about individual thinking (as opposed to team thinking) & the more that system actively thwarts teamwork & the more that system is obsessed with rolling for every creature individually & the more that system gets interrupted by reactions... then the more that tedium is exacerbated.</p><p></p><p>Side initiative CAN work to mitigate, but it won't necessarily work without GM action...and can create its own problems.</p><p></p><p>Examples of tricks I've used that have mitigated that exacerbation (not prevented it entirely), while still maintaining individual initiative rolls, include...</p><ul> <li data-xf-list-type="ul">Change the needlessly complex 5e surprise rules (where initiative is tracked during "surprise round" such that someone might no longer be surprised if their initiative comes up before an ambusher's initiative)</li> <li data-xf-list-type="ul">Players can opt to combine multiple PCs under single initiative roll (e.g. if they already have a plan in mind)</li> <li data-xf-list-type="ul">Clustering player groups when PCs have no monsters between them – and being willing to intermingle "player turns" when they are clustered together (e.g. fighter rushes away, wizard <em>fireballs</em>, fighter shoots bow)</li> <li data-xf-list-type="ul">Display initiative (visible to all players) showing PC clusters & use color/indents to clearly denote PCs vs monsters</li> <li data-xf-list-type="ul">1-minute football huddle among players to devise team strategy after initiative is rolled, but before combat starts</li> <li data-xf-list-type="ul">Players always win initiative ties</li> <li data-xf-list-type="ul">Devising "mob" methods of handling/rolling for large groups of monsters</li> <li data-xf-list-type="ul">Saving monsters with Reactions for special combats (and in large groups of monsters either outright removing monster Reactions OR consolidating them into a Group Reaction)</li> <li data-xf-list-type="ul">Limiting opportunity attacks to certain PCs/monster types – NOT a universal ability for all creatures</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 9614854, member: 20323"] My experience is D&D's initiative system fails to scale up well for larger groups – even if there's inevitable increase in handling time with more players, the initiative system really exacerbates that. My read is that the more an initiative system is about individual thinking (as opposed to team thinking) & the more that system actively thwarts teamwork & the more that system is obsessed with rolling for every creature individually & the more that system gets interrupted by reactions... then the more that tedium is exacerbated. Side initiative CAN work to mitigate, but it won't necessarily work without GM action...and can create its own problems. Examples of tricks I've used that have mitigated that exacerbation (not prevented it entirely), while still maintaining individual initiative rolls, include... [LIST] [*]Change the needlessly complex 5e surprise rules (where initiative is tracked during "surprise round" such that someone might no longer be surprised if their initiative comes up before an ambusher's initiative) [*]Players can opt to combine multiple PCs under single initiative roll (e.g. if they already have a plan in mind) [*]Clustering player groups when PCs have no monsters between them – and being willing to intermingle "player turns" when they are clustered together (e.g. fighter rushes away, wizard [I]fireballs[/I], fighter shoots bow) [*]Display initiative (visible to all players) showing PC clusters & use color/indents to clearly denote PCs vs monsters [*]1-minute football huddle among players to devise team strategy after initiative is rolled, but before combat starts [*]Players always win initiative ties [*]Devising "mob" methods of handling/rolling for large groups of monsters [*]Saving monsters with Reactions for special combats (and in large groups of monsters either outright removing monster Reactions OR consolidating them into a Group Reaction) [*]Limiting opportunity attacks to certain PCs/monster types – NOT a universal ability for all creatures [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
Top