Initiative

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cbarchuk
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Initiative

Post Wed Mar 10, 2021 9:07 am

So far I've been rolling individual initiative for the heroes but group initiative for monsters. Is this unbalanced? Should I be rolling group initiative for the heroes as well? So in other words should I pick one or the other?
Rosisha
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Re: Initiative

Post Wed Mar 10, 2021 3:29 pm

I do individual for everyone, that way monsters and PCs are all moving around at different times.
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Dimirag
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Re: Initiative

Post Wed Mar 10, 2021 4:07 pm

Its a common rule doing mix rolls.

Is it balanced? Yeah, sure. Each pc is responsible for their own initiative, and opponents can go all either before, later or simultaneously with the pc
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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cbarchuk
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Re: Initiative

Post Wed Mar 10, 2021 6:07 pm

Dimirag wrote: Wed Mar 10, 2021 4:07 pm Its a common rule doing mix rolls.

Is it balanced? Yeah, sure. Each pc is responsible for their own initiative, and opponents can go all either before, later or simultaneously with the pc
Yea that makes sense. I've been doing it as I mentioned for a while now and starting thinking about it more today. I guess it makes sense to either do group rolls completely or individual. I like individual but seems like it slows things down quite a bit.
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Dimirag
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Re: Initiative

Post Wed Mar 10, 2021 7:16 pm

You can play with different options until you find one that fits your gaming taste.

If rolling initiative each round is cumbersome ask them to roll several d6 and to use one of them each following round, they reroll when out a new round starts and there are no more rolled d6.
(If you want to toy further, let the players to add dice for a better initiative, but at some point they won't have an Init die and thus won't be able to act, something like a "reverse hold initiative".)
Yes, doing this reveals the initiative value for some rounds, but is similar to a cross between rolling each round and using a fixed init.

Other option is using a fixed init and rolling for a new one once in a while, maybe by you rolling a d6 and asking for new init rolls on a set result, or if the die is equal or lesser to the number of rounds that passed since the last init roll.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Tazer_The_Yoot
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Re: Initiative

Post Thu Mar 11, 2021 8:12 am

Side Initiative is a very common houserule because of how much faster it is, but I find it lacks the dynamic and suspenseful feel of doing it unit-by-unit, round-by-round. I experimented with going full Chainmail for a while and that was very cumbersome. Right now I'm doing it by-the-book.
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cbarchuk
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Re: Initiative

Post Thu Mar 11, 2021 9:43 am

Tazer_The_Yoot wrote: Thu Mar 11, 2021 8:12 am Side Initiative is a very common houserule because of how much faster it is, but I find it lacks the dynamic and suspenseful feel of doing it unit-by-unit, round-by-round. I experimented with going full Chainmail for a while and that was very cumbersome. Right now I'm doing it by-the-book.
So you're rolling individual initiative for each monster? Has that not seemed cumbersome? I do agree though group initiative lacks that dynamic feel.
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Tazer_The_Yoot
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Re: Initiative

Post Thu Mar 11, 2021 10:34 am

cbarchuk wrote: Thu Mar 11, 2021 9:43 am
Tazer_The_Yoot wrote: Thu Mar 11, 2021 8:12 am Side Initiative is a very common houserule because of how much faster it is, but I find it lacks the dynamic and suspenseful feel of doing it unit-by-unit, round-by-round. I experimented with going full Chainmail for a while and that was very cumbersome. Right now I'm doing it by-the-book.
So you're rolling individual initiative for each monster? Has that not seemed cumbersome? I do agree though group initiative lacks that dynamic feel.
In a dungeon or small skirmish scenario, yes. These account for over 90 percent of combats that arise in my games. I don't like huge battles, though these are a possibility so if it's 20 Goblins they're all acting at once. All the more reason for players to try to intelligently avoid such combats. (I treat special units like Goblin War Chief as a different roll.)
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cbarchuk
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Re: Initiative

Post Fri Mar 12, 2021 10:55 am

Well one thing I'm finding though is in small fights or fights against one opponent, individual initiative heavily favors the party.
elmarcotote123
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Re: Initiative

Post Fri Mar 12, 2021 5:07 pm

Personalized OSR-Esque game here, but I absolutely dig either group initiative or no initiative whatsoever (ranged attacks first, everything else second, so if you move and then shoot, you get lumped in with everything else).

Having to go step by step is a chore and only adds nothing but padding to the game (and waiting for your turn sucks, let's be real here), so I just give my players a time limit for everyone to tell me what they're going to do (and roll their intended dice) and bam, 4-5 minute, high-tension combats.
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