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Simultaneous Initiative (Adapted from Chainmail)
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<blockquote data-quote="Hriston" data-source="post: 7581799" data-attributes="member: 6787503"><p>Here's an example adapted from the 1st Ed. PHB, p 105:</p><p></p><p>A party of 5 characters -- a wizard, a cleric, a rogue, a human fighter, and a dwarf fighter surprise an illusionist with 6 orcs. The opponents are 30’ distant. </p><p></p><p><strong>Orders for Round 1</strong></p><p>wizard: cast <em>sleep</em> on the location of the opponent group</p><p>cleric: cast <em>silence</em> on the illusionist's location</p><p>rogue: move into the area of darkness to the rear of the party and hide</p><p>human fighter: fire an arrow at the illusionist</p><p>dwarf fighter: throw a handaxe at the illusionist</p><p>illusionist: surprised</p><p>orcs (6): surprised</p><p></p><p><strong>Resolution of Round 1:</strong> The rogue takes half of his movement at which point he is heavily obscured by the darkness and hides while the fighters make their attacks which both hit the illusionist. Upon seeing the casters casting their spells, the illusionist can cast <em>counterspell</em> if his surprise has worn off before one or both spells are cast. He wins a Dexterity contest against the wizard and interrupts him, causing his spell to fail. Meanwhile, the cleric successfully casts his spell, and the rogue finishes his remaining movement. </p><p></p><p><strong>Orders for Round 2</strong></p><p>wizard: ready <em>burning hands</em> to cast if the orcs come within 15’</p><p>cleric: ready to attack the orcs with a melee weapon if they come within 5'</p><p>rogue: dash through the darkness around the edge of the room towards the illusionist</p><p>human fighter: ready to attack the orcs with a melee weapon if they come within 5'</p><p>dwarf fighter: ready to attack the orcs with a melee weapon if they come within 5'</p><p>illusionist: cast <em>prismatic spray</em></p><p>orcs (6): throw javelins at the party and rush into melee range with them</p><p></p><p><strong>Resolution of Round 2:</strong> The rogue takes the Dash action and moves stealthily 30' through the darkness. The orcs throw their javelins at the party and close to melee range (Aggressive). Javelins hit the wizard and the two fighters, and the wizard fails his Constitution save and loses concentration on his readied spell. The cleric and the two fighters attack the orcs, killing one and wounding another. Five orcs remain, one each in front of the cleric and two fighters, and two in front of the wizard. Meanwhile, the magical silence prevents the illusionist from providing the verbal component of his spell, so he's unable to cast it. Then the rogue completes the rest of his movement.</p><p></p><p><strong>Orders for Round 3</strong></p><p>wizard: cast <em>acid splash</em> on the two adjacent orcs </p><p>cleric: attack the adjacent orc with a melee weapon</p><p>rogue: sneak up on the illusionist from behind and stab him with a sword</p><p>human fighter: attack the adjacent orc with a melee weapon</p><p>dwarf fighter: attack the adjacent orc with a melee weapon </p><p>illusionist: cast <em>hypnotic pattern</em> on the party's location</p><p>orcs (5 remaining): grapple adjacent party members</p><p></p><p><strong>Resolution of Round 3:</strong> The rogue cannot be heard as he sneaks up behind the illusionist, who is busy casting his spell. He stabs the illusionist in the back, killing him and immediately breaking his concentration on his spell as it is cast. One of the orcs facing the wizard makes his Dexterity save to avoid the wizard's acid bubble, and one does not and takes acid damage. Both orcs are successful in grappling the wizard. Both fighters' attacks miss their targets, and both are grappled. The cleric successfully resists being grappled and kills the orc trying to grapple him.</p><p></p><p><strong>Orders for Round 4</strong></p><p>wizard: try to escape from being grappled</p><p>cleric: attack the orcs grappling the wizard</p><p>rogue: move to the orcs grappling the nearest fighter and attack</p><p>human fighter: try to escape from being grappled</p><p>dwarf fighter: try to escape from being grappled</p><p>illusionist: dead</p><p>orcs (4 remaining): attack grappled characters with daggers</p><p></p><p><strong>Resolution of Round 4:</strong> The cleric kills one of the orcs grappling the wizard, while the rogue uses the first half of his movement coming to one of the fighter's aid. The grappled characters are unsuccessful in escaping. The three remaining orcs check morale, however. If they succeed on their Wisdom save, they carry out their attacks. If not, they release the grappled characters and run away.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7581799, member: 6787503"] Here's an example adapted from the 1st Ed. PHB, p 105: A party of 5 characters -- a wizard, a cleric, a rogue, a human fighter, and a dwarf fighter surprise an illusionist with 6 orcs. The opponents are 30’ distant. [B]Orders for Round 1[/B] wizard: cast [I]sleep[/I] on the location of the opponent group cleric: cast [I]silence[/I] on the illusionist's location rogue: move into the area of darkness to the rear of the party and hide human fighter: fire an arrow at the illusionist dwarf fighter: throw a handaxe at the illusionist illusionist: surprised orcs (6): surprised [B]Resolution of Round 1:[/B] The rogue takes half of his movement at which point he is heavily obscured by the darkness and hides while the fighters make their attacks which both hit the illusionist. Upon seeing the casters casting their spells, the illusionist can cast [I]counterspell[/I] if his surprise has worn off before one or both spells are cast. He wins a Dexterity contest against the wizard and interrupts him, causing his spell to fail. Meanwhile, the cleric successfully casts his spell, and the rogue finishes his remaining movement. [B]Orders for Round 2[/B] wizard: ready [I]burning hands[/I] to cast if the orcs come within 15’ cleric: ready to attack the orcs with a melee weapon if they come within 5' rogue: dash through the darkness around the edge of the room towards the illusionist human fighter: ready to attack the orcs with a melee weapon if they come within 5' dwarf fighter: ready to attack the orcs with a melee weapon if they come within 5' illusionist: cast [I]prismatic spray[/I] orcs (6): throw javelins at the party and rush into melee range with them [B]Resolution of Round 2:[/B] The rogue takes the Dash action and moves stealthily 30' through the darkness. The orcs throw their javelins at the party and close to melee range (Aggressive). Javelins hit the wizard and the two fighters, and the wizard fails his Constitution save and loses concentration on his readied spell. The cleric and the two fighters attack the orcs, killing one and wounding another. Five orcs remain, one each in front of the cleric and two fighters, and two in front of the wizard. Meanwhile, the magical silence prevents the illusionist from providing the verbal component of his spell, so he's unable to cast it. Then the rogue completes the rest of his movement. [B]Orders for Round 3[/B] wizard: cast [I]acid splash[/I] on the two adjacent orcs cleric: attack the adjacent orc with a melee weapon rogue: sneak up on the illusionist from behind and stab him with a sword human fighter: attack the adjacent orc with a melee weapon dwarf fighter: attack the adjacent orc with a melee weapon illusionist: cast [I]hypnotic pattern[/I] on the party's location orcs (5 remaining): grapple adjacent party members [B]Resolution of Round 3:[/B] The rogue cannot be heard as he sneaks up behind the illusionist, who is busy casting his spell. He stabs the illusionist in the back, killing him and immediately breaking his concentration on his spell as it is cast. One of the orcs facing the wizard makes his Dexterity save to avoid the wizard's acid bubble, and one does not and takes acid damage. Both orcs are successful in grappling the wizard. Both fighters' attacks miss their targets, and both are grappled. The cleric successfully resists being grappled and kills the orc trying to grapple him. [B]Orders for Round 4[/B] wizard: try to escape from being grappled cleric: attack the orcs grappling the wizard rogue: move to the orcs grappling the nearest fighter and attack human fighter: try to escape from being grappled dwarf fighter: try to escape from being grappled illusionist: dead orcs (4 remaining): attack grappled characters with daggers [B]Resolution of Round 4:[/B] The cleric kills one of the orcs grappling the wizard, while the rogue uses the first half of his movement coming to one of the fighter's aid. The grappled characters are unsuccessful in escaping. The three remaining orcs check morale, however. If they succeed on their Wisdom save, they carry out their attacks. If not, they release the grappled characters and run away. [/QUOTE]
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