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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Removing Pointless Death (+)
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<blockquote data-quote="lichmaster" data-source="post: 9778950" data-attributes="member: 6683330"><p>One way I found to make combats more engaging and less swingy (to the extent possible by D&D) is to use alternating initiative. This means that the initiative order is not the usual as rolled.</p><p>Instead all groups roll for inititiative as an opposed contest, with the highest roll per group being used.</p><p>The group with highest initiative chooses which character of their own group acts first, then the group with the second higher initiative chooses which character of their own group acts, and so on, until all characters have acted once each.</p><p>In case of number mismatch between groups, I try to divide evenly the numbers of characters acting simultaneously: eg with 8 goblins vs 4 pcs, 2 goblins will act together, than 1 pc, etc.</p><p></p><p>This accomplishes several things:</p><ul> <li data-xf-list-type="ul">a bad initiative roll doesn't mean one side takes it on the chin while the other acts to the full extent of their action economy. Solo bosses <em>will</em> act. PCs won't be obliterated because their highest initiative roll was a 5. These two situations are very common and typically cause TPKs or anticlimactic boss fights.</li> <li data-xf-list-type="ul">the order is fluid. Nobody knows which opponent will act and when. You only know who already acted (like with standard rules)</li> <li data-xf-list-type="ul">choosing who acts also means that the party (and enemies) have more opportunities to strategize and collaborate. This also means that if a character goes down, the party may decide to let any healer act ASAP.</li> <li data-xf-list-type="ul">alternating who acts between players and npcs also means everybody stays engaged. There are way less chances for the DM to start moving and rolling for 6 enemies while somebody at the table spaces out.</li> </ul></blockquote><p></p>
[QUOTE="lichmaster, post: 9778950, member: 6683330"] One way I found to make combats more engaging and less swingy (to the extent possible by D&D) is to use alternating initiative. This means that the initiative order is not the usual as rolled. Instead all groups roll for inititiative as an opposed contest, with the highest roll per group being used. The group with highest initiative chooses which character of their own group acts first, then the group with the second higher initiative chooses which character of their own group acts, and so on, until all characters have acted once each. In case of number mismatch between groups, I try to divide evenly the numbers of characters acting simultaneously: eg with 8 goblins vs 4 pcs, 2 goblins will act together, than 1 pc, etc. This accomplishes several things: [LIST] [*]a bad initiative roll doesn't mean one side takes it on the chin while the other acts to the full extent of their action economy. Solo bosses [I]will[/I] act. PCs won't be obliterated because their highest initiative roll was a 5. These two situations are very common and typically cause TPKs or anticlimactic boss fights. [*]the order is fluid. Nobody knows which opponent will act and when. You only know who already acted (like with standard rules) [*]choosing who acts also means that the party (and enemies) have more opportunities to strategize and collaborate. This also means that if a character goes down, the party may decide to let any healer act ASAP. [*]alternating who acts between players and npcs also means everybody stays engaged. There are way less chances for the DM to start moving and rolling for 6 enemies while somebody at the table spaces out. [/LIST] [/QUOTE]
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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Removing Pointless Death (+)
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