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Solving the problem of initiative.
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<blockquote data-quote="Eltab" data-source="post: 6985067" data-attributes="member: 6803337"><p>When I was DM'ing, I would have the players roll for initiative at the beginning of the session, and list them permanently for the night. If things went badly or were disjointed, the group could decide to roll initiative over again for the next fight.</p><p>As DM, I would roll the monsters' initiative for each fight. If a particular foe was supposed to be hidden, I would not post that group until it revealed itself (usually by attacking from ambush).</p><p></p><p>To avoid the 'Player Turn / DM Turn" effect, roll separately for similar monsters: BBEG has his own initiative roll, his 2 lieutenants share a roll, the minions all go at once or one roll for each squad of minions. Edit the rolls if needed so they are spread in between the players.</p></blockquote><p></p>
[QUOTE="Eltab, post: 6985067, member: 6803337"] When I was DM'ing, I would have the players roll for initiative at the beginning of the session, and list them permanently for the night. If things went badly or were disjointed, the group could decide to roll initiative over again for the next fight. As DM, I would roll the monsters' initiative for each fight. If a particular foe was supposed to be hidden, I would not post that group until it revealed itself (usually by attacking from ambush). To avoid the 'Player Turn / DM Turn" effect, roll separately for similar monsters: BBEG has his own initiative roll, his 2 lieutenants share a roll, the minions all go at once or one roll for each squad of minions. Edit the rolls if needed so they are spread in between the players. [/QUOTE]
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