RPG Evolution: Taking the Initiative

With so many players, I got tired of asking "who goes next?" It turns out the simplest solution was to treat my table like a wedding.
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Managing a table of ten players is less like storytelling and more like air traffic control. In the heat of my weekly library sessions, the biggest threat to immersion isn't the monsters; it’s the dead air that creeps in when players lose track of the turn order. When a round takes twenty minutes to complete, engagement withers. I’ve tried various digital trackers and scribbled lists, but in a crowded, high-energy environment, those solutions are often too small to see or too cumbersome to manage. I realized I needed a high-visibility, physical anchor that would allow every player to see exactly where they stood in the timeline without having to ask me. And that got me thinking ... surely there are other situations where the number at your table has to be visible for confused folks in a large group, right?

From Dragons to Numbers​

Wedding table cards. That was the answer. My journey toward a better tracker started with a set of decorative wedding table cards featuring dragons. They were beautiful and felt right for the genre, but they were made of heavy metal and proved far too burdensome to lug to the library every week. More importantly, most wedding sets don't account for the chaotic reality of a D&D initiative count that can easily climb into the twenties. I needed something lightweight, durable, and highly visible from across a long library table.

I eventually discovered a set of red and white numbered table cards that go all the way up to thirty. These cards are tall enough to stand out over piles of character sheets and dice trays, and because they are double-sided, the players can see each other's numbers just as clearly as I can. Placing these in front of the players creates an instant, undeniable map of the round.

Orchestrating the Round​

With the cards providing the visual foundation, I’ve been able to implement a "system of speed" that keeps the Hammersmith campaign moving. The most effective technique is the "on deck" announcement. By explicitly telling a player they are currently acting while informing the next person they are next, we reduce the frantic searching for dice or spells that usually happens when a turn begins.

Because the red cards are so visible, the players have started to self-manage this process. If I accidentally skip someone or if a player isn't ready, the physical presence of that numbered card acts as a silent reminder. Add in that two PCs have familiars with their own initiative, and this becomes even more important.

To further streamline the engine, I’ve moved toward group initiative for my monsters and—if it's a really big group, though I do this rarely—use average damage values from the stat blocks. This ensures that my side of the table never bogs down the narrative, allowing the focus to remain on the players’ heroic (if occasionally disastrous) choices.

The Captain and the Clock​

In a group of seven or more players, a Dungeon Master cannot be the only person responsible for the logistics of the game. In the older rules there was someone who called initiative on behalf of the group, a "caller." This person is responsible for calling out the order and ensuring everyone is focused. I have yet to use this (given my group rotates frequently, there's no clear leader week to week) but I can see doing it if the group gets chaotic enough.

I also have as a backstop the "thirty-second rule" for turns, though this doesn't happen often; if a player hasn't declared an action in that window, their character automatically takes the Dodge action. To keep the focus sharp, we ask for a no-phones policy, ensuring that the only screen in the room is the collective imagination of the group, but acnkowledge in large groups, sitting around isn't fun either so I try to be flexible.

Why Visibility Wins​

Ultimately, the wedding card solution works because it respects the spatial and tactile nature of in-person play. By giving the initiative order a physical, three-dimensional presence on the table, I’ve reduced the cognitive load on both myself and my players. We no longer spend time asking "Who is next?" or "Where are we in the round?" Like a wedding, everyone knows whose turn it is in the party.

Your Turn: How do you handle initiative for large groups?
 

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Michael Tresca

Michael Tresca

Roll off, and then move whoever loses to one count lower (sometimes, this turns into a chain reaction so we have to make a judgement call). It's a good question though, no ties for anybody!
I always wonder: what's wrong with tied initiatives and simultaneous actions?

Also, these systems seem to assume static initiative (i.e. rolled once then locked in) rather than re-rolled each round which IMO makes combat far more unpredictable.
 

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I always wonder: what's wrong with tied initiatives and simultaneous actions?

Also, these systems seem to assume static initiative (i.e. rolled once then locked in) rather than re-rolled each round which IMO makes combat far more unpredictable.
Unpredictable isn't helpful when you are running a table with 10 people who all have a super distracting object in their pockets - at least that's what I took to be the point of the OP.

[whoops hit send too soon]

Certainly in smaller groups, tied initiative, simultaneous actions, and re-rolling initiative every round or whatever can work. But with 10 folks? That sounds like chaos and non-fun, especially when you have an open table with huge variation in experience level with the game itself. Better to have locked turns, just like in Monopoly. The spiciness for newbies is that the turns change every combat.
 

Unpredictable isn't helpful when you are running a table with 10 people who all have a super distracting object in their pockets - at least that's what I took to be the point of the OP.

[whoops hit send too soon]

Certainly in smaller groups, tied initiative, simultaneous actions, and re-rolling initiative every round or whatever can work. But with 10 folks? That sounds like chaos and non-fun, especially when you have an open table with huge variation in experience level with the game itself. Better to have locked turns, just like in Monopoly. The spiciness for newbies is that the turns change every combat.
OMG yes. My tables crest 7+ players. Rolling initiative each round would be one more roll; the odds of me keeping track of everyone's initiative every round would be even more challenging.

There isn't anything inherently wrong with tied initiative, but i'm not sure it adds anything to the game that is so compelling to make it harder to keep track of (I could buy ANOTHER set of 30 of these wedding cards, but they're bulky as it is).
 

Even in person, we use a VTT, so the initiative tracker does a lot of the work. That said, I really dislike cyclic initiative because of how it leads to disengagement, makes coordination among PCs difficult, and leads to a lot of other undesirable behavior (e.g., "Leeroy Jenkins-ing" to avoid wasting a turn). I've been using a "side" initiative in my 5E game. It works like this:

-There's a table order, say A, B, C, D.
-A player rolls initiative using their bonus at the beginning of every round. They go in table order from there. So if C rolled, then the order is C, D, A, B.
-A player can Pass in which case everybody goes until they come around again.
-Allies and summons go after all the PCs have taken their turns.
-Monsters have a fixed DC based on their best Dexterity mod and whether they have leadership (+3) or not. They don't roll. So for instance, Drow are deadly because they have high Dexterity (usually +4) and are usually led (+3), giving their Initiative DC 17. That means the PCs are likely to go after the Drow. Zombies, by contrast, are slow and not led and usually lose initiative.
-This is key: Every character must roll before another character can roll. So, for instance, if A has rolled, then B, C, and D, must roll before A can roll again. This applies across combats, so even if you have a 4 PC party in which A, B, and C rolled and a 3 turn combat, D has to roll at the start of the next combat. This is a bit "gamey" but it keeps the PCs from
-Effects that end on the start of your turn end when your turn comes up. Effects that end on the end of your turn also end when your turn ends. Yes you can Pass and keep an effect up for a bit longer, but that works for the enemies, too, so it's balanced.

The party built for initiative. It makes them deadly, but they paid to have that. They use Lucky, Heroic Inspiration, Bardic Inspiration, etc., on initiative checks.

That said, I really like a "PC goes, monster goes, PC goes, monster goes, ...." It's simple and fast and requires no rolls at all.
 

OMG yes. My tables crest 7+ players. Rolling initiative each round would be one more roll; the odds of me keeping track of everyone's initiative every round would be even more challenging.

There isn't anything inherently wrong with tied initiative, but i'm not sure it adds anything to the game that is so compelling to make it harder to keep track of (I could buy ANOTHER set of 30 of these wedding cards, but they're bulky as it is).
You could use deterministic tie breakers (e.g., Dex stat), assume ties go to the players, or assume they go to the monsters.
 

OMG yes. My tables crest 7+ players. Rolling initiative each round would be one more roll; the odds of me keeping track of everyone's initiative every round would be even more challenging.
Players should keep track of their own initiatives. Using a smaller die than d20 helps too, having to count down through 20+ pips each round would be tedious (any 20s? 19s? 18s? ...)

D6 initiative allowing ties, even with 10 players is fine. Also, because everyone has lots of them, using d6 allows the player to leave their init dice in front of them so everyone can see who has what, then pull them off the table once their initi has been resolved.
There isn't anything inherently wrong with tied initiative, but i'm not sure it adds anything to the game that is so compelling to make it harder to keep track of (I could buy ANOTHER set of 30 of these wedding cards, but they're bulky as it is).
What tied initiative allows is for two foes to kill each other simultaneously (which by RAW simply cannot happen in WotC-era D&D), or for people to overkill a target by each simultaneously attacking someone who is already nearly dead, or any number of other fog-of-war effects that otherwise don't occur.

And cyclic (as opposed to re-rolled) initiative makes it far too game-able - players can set up their actions knowing ahead of time what sequence they'll occur in, which is unlikely in a real fight.
 

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