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General Tabletop Discussion
*Dungeons & Dragons
Solving the problem of initiative.
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<blockquote data-quote="Mercule" data-source="post: 6969548" data-attributes="member: 5100"><p>The core system for 5E is pretty straightforward.</p><p></p><p>At the start of combat, everyone rolls a d20 and adds their dexterity modifier. A very, very limited set of folks (Bards, some Ranger variants) get an additional modifier. Groups of like mooks roll once for the whole group. High roll goes first; ties are resolved by DMO (generally, dexterity, but I use proximity to enemy in the rare case it comes up). Count down. When you hit zero, loop back to the top. Repeat as long as necessary. There is no way to delay your action or otherwise change the order of initiative, once it's determined. After the roll, you could actually just write down the names of each combatant/group, in order, on a sheet of paper.</p><p></p><p>If you're looking for "doesn't hurt my brain", that's pretty good. You might be able to adopt the Savage Worlds system, though.</p><p></p><p>If you want more "realism" or granularity or some other criterion that isn't ease of use, then you get something more complex. There are a ton of variants available and there are lots of folks on these boards who would probably be willing to help you tweak things to meet your desires. We need to know what your goals are, though.</p><p></p><p>So, what, specifically, bugs you about the initiative system? I can't tell whether rolling every turn is an attempt to "fix" the RAW or a misreading of RAW. Are you going for ease of use? Is a bigger concern having the tidy boxes of actions? What's your biggest beef?</p></blockquote><p></p>
[QUOTE="Mercule, post: 6969548, member: 5100"] The core system for 5E is pretty straightforward. At the start of combat, everyone rolls a d20 and adds their dexterity modifier. A very, very limited set of folks (Bards, some Ranger variants) get an additional modifier. Groups of like mooks roll once for the whole group. High roll goes first; ties are resolved by DMO (generally, dexterity, but I use proximity to enemy in the rare case it comes up). Count down. When you hit zero, loop back to the top. Repeat as long as necessary. There is no way to delay your action or otherwise change the order of initiative, once it's determined. After the roll, you could actually just write down the names of each combatant/group, in order, on a sheet of paper. If you're looking for "doesn't hurt my brain", that's pretty good. You might be able to adopt the Savage Worlds system, though. If you want more "realism" or granularity or some other criterion that isn't ease of use, then you get something more complex. There are a ton of variants available and there are lots of folks on these boards who would probably be willing to help you tweak things to meet your desires. We need to know what your goals are, though. So, what, specifically, bugs you about the initiative system? I can't tell whether rolling every turn is an attempt to "fix" the RAW or a misreading of RAW. Are you going for ease of use? Is a bigger concern having the tidy boxes of actions? What's your biggest beef? [/QUOTE]
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