Toying with initiative - phased and segments

Mannahnin

Scion of Murgen (He/Him)
One of my gaming white whales is to nail down a quick and playable initiative/action system which still incorporates some elements of real world and narrative combat which D&D traditionally fails to capture, or stumbles and gets slow and awkward when it tries to.

AD&D 1E has a famously unplayable or at least very difficult system, but it does try to emulate simultaneous action better than any other edition, using side-based initiative, but including the possibility for an archer on the losing side to get a shot off while enemies are trying to close to melee, for an attack to interrupt a spellcaster even if the caster's side won initiative, or for a weapon with a longer reach to strike first when combatants are closing to melee. Subsequent editions largely abandon any attempt to incorporate these elements into the rules.

A couple of examples of real world and fictional actions which D&D usually has trouble emulating:

1. Two combatants start at opposite sides of a (say, 20' to 30') room and rush to melee each other or race to an objective in the middle, meeting at that middle roughly at the same time. In most editions of D&D one will get there first, potentially running across the entire room and meeting his foe at the foe's starting point if they win initiative.
2. An archer shoots a moving figure in the middle of its move, either when it's in a gap between cover or when it's partway closed the distance trying to engage the archer or another foe in melee.

In practice most versions of D&D have a more Chess-like movement pattern. One piece at a time making its complete move, almost no matter how far, with, apart from Opportunity Attacks or Readied actions in some editions, no interruptions. While most of us are very accustomed to it, if I step back and look at it I'm often dissatisfied with its artificiality and the lack of ability for opponents to respond to movement even from a relatively far distance like 30'.

So, this brings me to toying with various systems to try to capture simultaneous movement/action better.

Here are a couple I was just messing with recently. Both are in rough draft form and I'm open to feedback, criticism, suggestions, etc.

Segment initiative concept:

This one looks simpler, but in practice might require segment by segment movement for each combatant, which could just be a little too slow and cumbersome.
  1. GM clarifies scene, positions, weapons in hand/at the ready, etc.
  2. GM determines and players declare intent, specifically including retreats, spells, missile or melee attacks, and miscellaneous other actions.
  3. Each side rolls a d6 (or a d10?). The side with the lower roll has the chance to act first, HOWEVER, spells add their speed factor (simplification: level?) to that individual character’s initiative, and if caster is struck with an attack or fails a saving throw before their total count, the spell is ruined and lost.
  4. TIES: If initiative is tied, actions are simultaneous. QUICKER WEAPONS: If two foes are already engaged in melee and wish to attack each other, the shorter weapon reacts quicker and may attack first.
  5. Attacks are immediate if the attacker is shooting at a target within range and line of sight, or if making a melee attack at an enemy within 5’. If either party must move first, delay the attack by 1 initiative segment per 5’ of movement. REACH RULE: If an attacker wishes to attack an enemy who has not yet attacked but can see them and has a weapon with longer reach in hand, the defender may forego acting later in the round to interrupt and take their own attack(s) on the assailant immediately before taking those attacks.

Phased initiative concept:

This one looks more complex but movement is just in two parts, rather than potentially more. This one is modeled/derived on the Chainmail and 1E AD&D systems more.
  • GM clarifies scene, positions, weapons in hand/at the ready, etc.
  • GM determines and players declare intent, specifically including retreats, spells, missile or melee attacks, and miscellaneous other actions.
  • Each side rolls a d6. In each phase, the winning goes first, but if people from both sides are acting in a given phase, both sides act in that phase before moving on to the next phase. On a tie, actions are simultaneous.

  • Missile phase 1: If not engaged in melee and not moving this round, anyone with a missile weapon at the ready may fire.
  • Melee phase 1: Anyone with a weapon readied and already engaged with a foe may attack.
  • Movement phase 1: Anyone moving may move half their speed, other misc actions which don’t require movement take place. If you didn’t have a weapon readied for the previous two phases, you may ready it now.
  • Magic phase 1: If not moving, casters may cast spells (including from scrolls), characters may activate magic items (including drinking potions or feeding them to an unconscious character within arm’s reach).

  • Missile phase 2: Anyone with a missile who didn’t fire in phase 1.
  • Melee phase 2: Anyone who had to draw or pick up a melee weapon, and/or who is moving AND attacking and is now engaged with a foe may attack. REACH RULE: If defender has a longer weapon and has not attacked yet, they attack first if they are not performing a different action.
  • Movement phase 2: Anyone who didn’t choose to remain stationary may move the other half of their speed. MOVE & MISC ACTION RULE: Characters who wished to move before performing a miscellaneous action perform the action now.
  • Magic Phase 2: Any character who wished to move and activate a magic item (including drinking a potion or feeding one to an unconscious character) does so now.

When I look at these, of course, I do wonder if the juice is necessarily worth the squeeze. It is a game, and often keeping it simpler results in a more fun experience, even if we can't simulate certain things.

Wandering DMs just did an episode on initiative yesterday, and Paul and Dan favor just about the simplest possible system- DM and players each roll a d6 every round, and play proceeds clockwise around the table with each person (or side, for the DM) doing their full round (action and movement) all at once in turn. Dan has experimented with declaration of missiles and spells first and with them happening first if sides haven't engaged yet, and with reach weapons giving interrupt attacks, but finds that he and his players continually forget those rules and don't like the delays involving declarations.

The Nightmares Underneath, one of my pet systems in the last year or two, also uses a relatively simple system. Each PC makes a Dex check for initiative (or automatically go last if surprised or encumbered). Monsters and NPCs have a fixed Speed score instead of rolling. Characters act in descending order, like WotC editions of D&D, but may take certain actions out of sequence, as described below:

Taking Your Turn
On your turn to act
, as determined by your initiative order, you may do one of the following:
• Declare that you are dodging.
• Hold your action.
• Move.
• Move and declare that you are dodging.
• Move and perform a simple action (or vice versa).
• Move and then attack someone.
• Perform a complicated action.
• Perform a simple action.

Before your turn, you may:
• Attack someone moving past you and take no additional actions during your
turn.
• Attack someone who is charging you if they have a shorter weapon, and take
no additional actions during your turn.
• Declare that you are dodging this round and take no additional actions during
your turn.
If you are attacked before your turn and hit, you may not cast a spell on your turn. You must wait until the following round.

Essentially, you may either move and/or perform a simple action, or perform a complicated action where you stand. However, you may not attack before you move
unless you are mounted. You must move first, then attack.

This latter system has a lot of appeal to me as individual initiative systems go, but obviously it's still mostly one person goes, than another.
 
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I've also been idly toying with the idea of coming up with a phased initiative system, but I've never started doing real work on it.

My rough idea would be to have 3 or 5 phases per round: very fast, fast, average, slow, very slow (maybe get rid of very fast and very slow). Different weapons and spells would have their own "speed factors" determining in which phase they go. Movement would be split in three thirds in the fast, average and slow phases. In each phase, order would be decided by side initiative. Just a very rough idea.
 

At a quick glance, I like the "segment" version better, except I'd still have it be individual initiatives rather than side-based and with ties fully allowed.

There also needs to be something in there about delaying one's action until-unless it makes sense, so for example an archer with higher init. can shoot at someone who doesn't break cover until a lower initiative.
 

I've also been idly toying with the idea of coming up with a phased initiative system, but I've never started doing real work on it.

My rough idea would be to have 3 or 5 phases per round: very fast, fast, average, slow, very slow (maybe get rid of very fast and very slow). Different weapons and spells would have their own "speed factors" determining in which phase they go. Movement would be split in three thirds in the fast, average and slow phases. In each phase, order would be decided by side initiative. Just a very rough idea.
I'll find my version of this and put it on line.
 

I have now fallen down the rabbit hole of imagining some combination of 5e reactions (beyond just opportunity attacks) and your description of phased initiative and I don't even want to imagine how it works with more than 2 individuals. In any case, thank you for the post!


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Edit: And now I am trying to remember Star Fleet Battles, which feels like a bad choice.
 
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I'm always interested in different initiative systems, I appreciate your thoughts on the matter (regardless of system).
My players never understand why initiative is one of the biggest targets for improving gameplay. They just want things to stay the same as they are, because it's what they know! I'm trying to improve the overall game experience :')
 

Personally I like to keep things a bit less granular and more abstract. I privilege location and placing over initiative and speed. My approach to rank/file and flank combat is here:


Usually in dungeon crawls this ends up with the PCs ranking up behind heavily armored fighters in a hall or doorway, and that's fine.

I use individual D6 initiative for PCs and group D6 for foes (multiple groups of foes act at different times) as a means of limiting player planning and cross talk each round and am fairly strict about PCs (and monsters) in the rear ranks not being able to act. This all works for me because I'm using OD&D with D6 damage and HD - fights are quick and messy. It becomes worse (or better if you like danger) once spells get involved.

So on a mechanical level this works because almost every mechanic in the combat rules is abstracted for quicker play, while I think it works in the fiction because a round of attacks isn't a single swing ... these are "1 minute rounds" so getting the first swing isn't really what initiative means, rather its being the one with more inertia and freedom to act on the attack rather then counter attack. It could be a matter of morale or positioning more then speed.
 

I like GURPS: highest Speed to lowest, no rolls. Easy to use without sacrificing verisimilitude.

With 5e, DEX could be used, but for 2e and older editions using 'highest Movement first' seems better.
 

I like GURPS: highest Speed to lowest, no rolls. Easy to use without sacrificing verisimilitude.

With 5e, DEX could be used, but for 2e and older editions using 'highest Movement first' seems better.
In my last long term campaign I used d6 side-based initiative, with players acting one at a time in any order they wanted on the PC turn. But on a tie had everyone act in order of descending Dex score, representing a round where confusion and fog of battle disrupted normal coordination. This was particularly amusing with the Thief player, who always preferred to see what the other PCs did and go last, but was usually forced to go first on those tied rounds.

I kind of like your idea of basing it on movement rates, though. That de-emphasizes Dex as a "god stat", though it would result in a lot more ties. Maybe Dex becomes the second tiebreaker.

My usual simple procedure in OSE is:

Initiative:
Side based, d6. Ties mean action is simultaneous. Movement, Missiles, Magic and Melee are resolved in that order. Declare spells or retreats before rolling initiative.

Generally players may decide among themselves in what order they act in a given step, but I may override that and say that, for example, x character is around the corner and the only one who can see what exactly is going on, so they must go first, or something similar, based on the specific tactical situation.
 
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Personally I like to keep things a bit less granular and more abstract. I privilege location and placing over initiative and speed. My approach to rank/file and flank combat is here:


Usually in dungeon crawls this ends up with the PCs ranking up behind heavily armored fighters in a hall or doorway, and that's fine.

I use individual D6 initiative for PCs and group D6 for foes (multiple groups of foes act at different times) as a means of limiting player planning and cross talk each round and am fairly strict about PCs (and monsters) in the rear ranks not being able to act. This all works for me because I'm using OD&D with D6 damage and HD - fights are quick and messy. It becomes worse (or better if you like danger) once spells get involved.

So on a mechanical level this works because almost every mechanic in the combat rules is abstracted for quicker play, while I think it works in the fiction because a round of attacks isn't a single swing ... these are "1 minute rounds" so getting the first swing isn't really what initiative means, rather its being the one with more inertia and freedom to act on the attack rather then counter attack. It could be a matter of morale or positioning more then speed.
Thanks for reminding me of these rules. :) I had read them a while ago but have never tried them out. They look like a very cool and functional system, adding some nice tactical depth and dimension to the minimalist OD&D base.

Given the abstracted one minute rounds, do you also abstract ammunition for missile weapons?
 

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