Let me get this straight

It does no harm to let initiative stick from round to round but remember the guidelines (beginning on DMG p23) on new combatants.

And I like AoOs, too.
 

log in or register to remove this ad

A good initiative trick is to have a card with each player's name on it, and a card for each enemy (or group of similar enemies).

Once you roll initiative, shuffle them into order. Now, actual rolled initiative no longer really matters. Someone who is delaying their action or reading an action gets turned up on edge (like they were a tapped Magic: The Gathering card, if that makes sense to you).

That way, you can tell the player when they've been delaying for a full round or have been readied for a full round.
 

That's a good point. I've used initiative cards almost since I started playing 3e and I find them helpful. You could make your own or just click here?
 
Last edited:

AoOs:

In general, it's sufficient to make judgement calls on AoOs

Every time someone does something stupid, their opponents get an AoO.

Running at a guy with a long spear? AoO.

Running past someone? AoO.

Fleeing combat at top speed? AoO

Trying to hit the guy's sword? AoO

etc. It works really well.
 

I like Saeviomagy's "approximation", but I think it's important to keep the concept of reach in there, because it's an important part of what makes large creatures scary. The AoOs make it harder for the fighters to get into melee range.
 

Len said:
I like Saeviomagy's "approximation", but I think it's important to keep the concept of reach in there, because it's an important part of what makes large creatures scary. The AoOs make it harder for the fighters to get into melee range.

Charge a monster with long arms comes into the same category as charge a guy with a long spear...
 

Remove ads

Top