Let's take a look at a few examples of "who goes first" in other games and how you might adapt them to yours.
Many “old school” systems use this sort of mechanic in one form or another. Some make it a set number for ease, such as making the initiative number always the character's Dexterity rating (or similar) so a high Dexterity character always acts first. It’s less dynamic, but lets you run combat a little quicker with one less dice roll.
Using this system, the players and NPCs are more interwoven in their actions and the players get to plan who is the best person to act first rather than rely on Dexterity or add extra rules like holding actions to achieve the same effect.
Once stances are picked, those deeper in into the fight (forward stance) go first. Then attacks are resolved in stance order, until those who have taken more of a step back finally get to act. Again, this system doesn’t rely on Dexterity (except between fighters in the same stance) and focuses more on who is in the thickest part of the fighting.
As a side note, your stance also defines the base target number to hit the target or be hit by the target. It’s easier to score a hit if you are in the thick of things, but also easier to get hit. This means each character needs to make careful judgements about which stance to take each round as the conflict develops.
This is a good way to encourage talking over shooting as that always happens first, encouraging people to behave more like the Doctor. However this same system can adjust to the type of actions you want to encourage in your game. So in a Conan game fighters might always go first, or even melee attacks go first and ranged attacks go last.
In recent editions this system also allows hackers and vehicle jocks to take early actions when their minds are running faster in the net. They get initiative bonuses but can only perform actions using the net for their first ones. So when you are trying to figure out how quickly the hacker can get the door open while the fighters hold off the baddies, all the actions can happen as part of the same sequence. This allows you all to use the same system rather than have the GM try to run one game for the fighters and a different parallel game for the hackers.
In 7th Sea (2nd Edition) there is a similar version of this based on their skills. Each player decides what they would like to do in the scene and then makes a roll based on the appropriate skills. Each result yields a number of “Raises” which count as actions. Whoever has the most raises acts first, and players take turns to spend their raises to take actions in the order of who currently has the most.
Cortex works with a similar philosophy, but instead of rolling together, opponents are trying to beat each other’s tests. One opponent rolls to act, then the opponent rolls to stop their action. They use the result of the roll as the difficulty to beat. Then their opponent can try to stop their attempt to stop them, making an attempt to roll higher still. This alternates until one side fails to beat the escalating difficulty or gives up. While opponents alternate, initiative isn’t really useful as it is about acting and blocking rather than taking isolated actions.
YOU TURN: What are your favourite initiative systems?
Initiative: D&D
This is the standard we are all accustomed to. You have an initiative bonus based on (usually) Dexterity and you apply it to a roll to get a result. Highest result goes first, and then the second highest, etc. until everyone has had a go. It’s simple and straight forward and quite dynamic if you reroll each round to get some variety in the order.Many “old school” systems use this sort of mechanic in one form or another. Some make it a set number for ease, such as making the initiative number always the character's Dexterity rating (or similar) so a high Dexterity character always acts first. It’s less dynamic, but lets you run combat a little quicker with one less dice roll.
Swapping sides: 2D20
The 2D20 system from Modiphius takes a more narrative approach. There is no roll for initiative, instead each side of the conflict acts in turn. Generally someone on the players’ side takes an action, then an NPC on the other side takes an action. When your side gets a turn, only one of you gets to act, but who that is depends on a group decision. Everyone still only gets one action each turn, but the players can order their actions in the most effective way. So they can let their best fighter take the first action on their side in the hopes or taking down one of the opposition early for instance.Using this system, the players and NPCs are more interwoven in their actions and the players get to plan who is the best person to act first rather than rely on Dexterity or add extra rules like holding actions to achieve the same effect.
Tactical: One Ring
The One Ring system weaves initiative into a tactical system that also defines the character’s ability to hit the target. Once combat occurs, each participant takes a “stance." This effectively represents how hard they are wading into the fight. They might be “forward” where they are toe to toe with their enemy, or take a “defensive” stance and put a little distance between then while still in melee range. There are four stances in total and apart from one (“Rearward”) it doesn’t matter how many people take any given stance.Once stances are picked, those deeper in into the fight (forward stance) go first. Then attacks are resolved in stance order, until those who have taken more of a step back finally get to act. Again, this system doesn’t rely on Dexterity (except between fighters in the same stance) and focuses more on who is in the thickest part of the fighting.
As a side note, your stance also defines the base target number to hit the target or be hit by the target. It’s easier to score a hit if you are in the thick of things, but also easier to get hit. This means each character needs to make careful judgements about which stance to take each round as the conflict develops.
Action Narrative: Doctor Who
The Doctor Who system (Cubicle 7) relies more on narrative actions to better mirror the behaviour of characters in the series. In this system, the type of action you are attempting is what defines when it happens. The action order here is “Talkers, Runners, Doers, Fighters”. So if you want to talk to the villains, you go first. Next is anyone who wants to run, followed by anyone who wants to do something like picking a lock or grabbing a vital file. Finally, anyone wanting to shoot or hit someone goes last.This is a good way to encourage talking over shooting as that always happens first, encouraging people to behave more like the Doctor. However this same system can adjust to the type of actions you want to encourage in your game. So in a Conan game fighters might always go first, or even melee attacks go first and ranged attacks go last.
Skill Level: 7th Sea 2 and Shadowrun
In these systems the highest result goes first, but the range is very open ended and also leads to multiple actions. In Shadowrun everyone makes an initiative roll, but those with augmented reflexes get large bonuses that might grant a huge number. The Gamemaster starts a countdown at the highest result and characters act in descending order, just as usual in D&D. But if the character has rolled especially high, once they have taken an action, they reduce their initiative result by a set amount and if the result is not zero they act again on that round. This means wired street samurai might get several actions a round, possibly even two or more before anyone else has had a chance to react.In recent editions this system also allows hackers and vehicle jocks to take early actions when their minds are running faster in the net. They get initiative bonuses but can only perform actions using the net for their first ones. So when you are trying to figure out how quickly the hacker can get the door open while the fighters hold off the baddies, all the actions can happen as part of the same sequence. This allows you all to use the same system rather than have the GM try to run one game for the fighters and a different parallel game for the hackers.
In 7th Sea (2nd Edition) there is a similar version of this based on their skills. Each player decides what they would like to do in the scene and then makes a roll based on the appropriate skills. Each result yields a number of “Raises” which count as actions. Whoever has the most raises acts first, and players take turns to spend their raises to take actions in the order of who currently has the most.
No Initiative: Pendragon and Cortex
Finally, sometimes you don’t actually need initiative at all. In Pendragon, when opponents engage each other they both make a test at the same time, with the winner being the one to do the damage. Effectively, both opponents make a fighting roll (which is assumed to include their ability to both attack and defend) and only the best result gets to do damage to their opponent. As you are resolving the engagement rather than an action, who goes first is irrelevant. In the case of Pendragon, a lower roll, but a successful one grants the bonus of getting a shield into play for more armour, so losing isn’t a waste. This sort of system resolves combat very swiftly as you resolve two opponents’ actions at the same time. However it can get more complex when there are multiple fighters (although not by much, as Pendragon is such a good system!).Cortex works with a similar philosophy, but instead of rolling together, opponents are trying to beat each other’s tests. One opponent rolls to act, then the opponent rolls to stop their action. They use the result of the roll as the difficulty to beat. Then their opponent can try to stop their attempt to stop them, making an attempt to roll higher still. This alternates until one side fails to beat the escalating difficulty or gives up. While opponents alternate, initiative isn’t really useful as it is about acting and blocking rather than taking isolated actions.
Take the Initiative
Given that most initiative systems are based on a common attribute (Dexterity/Speed/Reflexes etc.) or based in a narrative (systemless) structure, most should shift into any system pretty easily. So you might like to try something different in your game. While this gives you a fair few options, there are plenty more out there.YOU TURN: What are your favourite initiative systems?