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General Tabletop Discussion
*Pathfinder & Starfinder
When Do You Actually Roll Initiative & Clumping?
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<blockquote data-quote="Infiniti2000" data-source="post: 5032916" data-attributes="member: 31734"><p>You roll initiative "when the encounter starts." This is when one member of one side (at a minimum) is aware of the other and that knowledge on the other side is imminent. For example, don't roll initiative if you plan to simply sneak past a guard. Roll it once the guard is aware of your presence or if are you about to attack (at which point you get a Surprise round and not like 3-4 rounds of one-sided actions).</p><p></p><p>Prevent clumping is a completely different topic, quite honestly. It's also discussed in the DMGII, btw, should you have that book and not have read it thoroughly. A couple of the points on this issue:</p><p></p><p>* The initiative order may help with clumping. Hopefully, one or more PCs will act first and be able to enter the room.</p><p></p><p>* The monsters need not all rush the door. They might desire to "hang back" to enjoy a superior tactical position.</p><p></p><p>* Terrain features can alleviate clumping problems. There are many special such features given in both the DMG and DMGII that would strongly encourage PCs to enter the room.</p><p></p><p>* Dungeon layout can also help. If there are 2+ entrances/exits, then clumping is a Bad Thing ™ for the players and they are about to learn a lesson in military flanking maneuvers.</p><p></p><p>* Monster artillery can definitely make clumping a Bad Thing ™.</p><p></p><p>* Holding the PCs to the cover/concealment rules can keep them from remaining in the hallway. Is the ranger trying to cut the corner and "forgetting" the cover bonus? Can the PC's even target around the corner? Keep an eye on the Target entries of the powers.</p><p></p><p>* Shut the door after the defender enters, and keep it shut.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 5032916, member: 31734"] You roll initiative "when the encounter starts." This is when one member of one side (at a minimum) is aware of the other and that knowledge on the other side is imminent. For example, don't roll initiative if you plan to simply sneak past a guard. Roll it once the guard is aware of your presence or if are you about to attack (at which point you get a Surprise round and not like 3-4 rounds of one-sided actions). Prevent clumping is a completely different topic, quite honestly. It's also discussed in the DMGII, btw, should you have that book and not have read it thoroughly. A couple of the points on this issue: * The initiative order may help with clumping. Hopefully, one or more PCs will act first and be able to enter the room. * The monsters need not all rush the door. They might desire to "hang back" to enjoy a superior tactical position. * Terrain features can alleviate clumping problems. There are many special such features given in both the DMG and DMGII that would strongly encourage PCs to enter the room. * Dungeon layout can also help. If there are 2+ entrances/exits, then clumping is a Bad Thing ™ for the players and they are about to learn a lesson in military flanking maneuvers. * Monster artillery can definitely make clumping a Bad Thing ™. * Holding the PCs to the cover/concealment rules can keep them from remaining in the hallway. Is the ranger trying to cut the corner and "forgetting" the cover bonus? Can the PC's even target around the corner? Keep an eye on the Target entries of the powers. * Shut the door after the defender enters, and keep it shut. [/QUOTE]
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When Do You Actually Roll Initiative & Clumping?
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