Difference between revisions of "Initiative"

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Prior to the procedure of [[Combat|combat]], it is necessary in a turn-based system to determine which of two or more groups will [[Movement in Combat|move]] and [[Attacking in Combat|attack]] first.  This determination is called '''initiative'''Once the possibility of [[Surprise|surprise]] is resolved, each group involved must "roll initiative" to decide which has the advantage of acting first.
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'''Initiative''' determines which of two or more groups entering [[Combat|combat]] will act first.  This is a necessity in a turn-based combat systemEach group is represented by rolling a d6, then adding modifiers to individuals intending combat in order to compare results.  This determines which group — and which individuals in each group has advantage.
  
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== Surprise ==
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:''Main Article: [[Surprise]]''
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When combatants attack an unsuspecting individual or group, the defenders must check to see if they are surprised.  If they are, then initiative is automatically awarded to the attackers.  If they are not surprised, or if neither side was unsuspecting prior to the combat, then initiative must be rolled before either side can take action.
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== Procedure ==
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Once surprise has been discounted, or already used to determine initiative, the DM designates one player to roll initiative for '''all''' the players.  This responsibility should be spread around, but does need not to move consistently around the table unless the players are adamant that it should.  Individuals do not, as in other systems, roll for independently for initiative; in part, this is because initiative is not rolled every round (as it is in other systems) and because it removes unwanted and largely immaterial impediments to the process of beginning combat.  The DM rolls initiative for all combatants opposed to the party.  All rolls are made with a d6.
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Individuals '''modify''' the die for their side according to [[Dexterity (ability stat)|dexterity]], [[Luck (phenomenon)|luck]] or magic, if available.  For example, Nathan and Obadiah represent one side in a fight; a "4" on a d6 is rolled for both of them, but Obadiah has a 16 dexterity; this gives him a +1 initiative.  Therefore, while Nathan's initiative total is "4," Obadiah's is "5."
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Those individuals with the highest adjusted initiative (which may mean one whole side in the fight) win the advantage and act first.  Whereupon, those with the next highest initiative may act; and so on, until all the individuals have acted at least once this round.
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However, it may be that because of not acting first, some individuals may be [[Stun Lock|stun locked]]; these individuals will lose their turn and must wait until they are free to act.
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== Example of Initiative Roll ==
  
Initiative is the condition of acting first when combat occurs. When combatants first meet, if must be determined if they are surprised. If it happens that either one side or the other of a conflict is surprised while the other is not, then initiative is awarded to the non-surprised party. If, however, the rules under surprise fail to determine which side has the advantage, then initiative must be resolved.
 
  
Initiative is rolled on a d6. One player for the party is designated by the DM to roll initiative for the whole player party. The DM then rolls an initiative die for all combatants opposed to the party. The two dice are then compared. The party of combatants with the highest roll has won initiative.
 
  
This is made complicated, however, because some creatures with sufficient dexterity receive a modifier to the die rolled (+1 for a 16 dexterity, +2 for a 17 dexterity and +3 for an 18 or better dexterity) or receives an adjustment from some other source (luck or a magic item). In all cases, the die rolled for each side is adjusted individually for members of the party.
 
  
 
For example, Albert, Bala, Caleb and Drusilla comprise a party of player character combatants facing a group of orcs. The DM designates Bala as the player who will roll a d6 for the party's initiative. She rolls a 3. The orcs roll a 5. Normally, this would mean that the orcs had initiative. However, it so happens that Drusilla has an 18 dexterity, allowing her a +3 modifier to initiative rolls. This gives her a personal initiative roll of 6 (3+3). Caleb has a 16 dexterity, so he has a bonus as well - but as his bonus is only +1, this is not enough to challenge the orc's roll. Caleb's personal initiative is only 4 (3+1). Albert and Bala do not have sufficient dexterities to gain any bonus.
 
For example, Albert, Bala, Caleb and Drusilla comprise a party of player character combatants facing a group of orcs. The DM designates Bala as the player who will roll a d6 for the party's initiative. She rolls a 3. The orcs roll a 5. Normally, this would mean that the orcs had initiative. However, it so happens that Drusilla has an 18 dexterity, allowing her a +3 modifier to initiative rolls. This gives her a personal initiative roll of 6 (3+3). Caleb has a 16 dexterity, so he has a bonus as well - but as his bonus is only +1, this is not enough to challenge the orc's roll. Caleb's personal initiative is only 4 (3+1). Albert and Bala do not have sufficient dexterities to gain any bonus.

Revision as of 20:58, 27 July 2020

Initiative determines which of two or more groups entering combat will act first. This is a necessity in a turn-based combat system. Each group is represented by rolling a d6, then adding modifiers to individuals intending combat in order to compare results. This determines which group — and which individuals in each group — has advantage.

Surprise

Main Article: Surprise

When combatants attack an unsuspecting individual or group, the defenders must check to see if they are surprised. If they are, then initiative is automatically awarded to the attackers. If they are not surprised, or if neither side was unsuspecting prior to the combat, then initiative must be rolled before either side can take action.

Procedure

Once surprise has been discounted, or already used to determine initiative, the DM designates one player to roll initiative for all the players. This responsibility should be spread around, but does need not to move consistently around the table unless the players are adamant that it should. Individuals do not, as in other systems, roll for independently for initiative; in part, this is because initiative is not rolled every round (as it is in other systems) and because it removes unwanted and largely immaterial impediments to the process of beginning combat. The DM rolls initiative for all combatants opposed to the party. All rolls are made with a d6.

Individuals modify the die for their side according to dexterity, luck or magic, if available. For example, Nathan and Obadiah represent one side in a fight; a "4" on a d6 is rolled for both of them, but Obadiah has a 16 dexterity; this gives him a +1 initiative. Therefore, while Nathan's initiative total is "4," Obadiah's is "5."

Those individuals with the highest adjusted initiative (which may mean one whole side in the fight) win the advantage and act first. Whereupon, those with the next highest initiative may act; and so on, until all the individuals have acted at least once this round.

However, it may be that because of not acting first, some individuals may be stun locked; these individuals will lose their turn and must wait until they are free to act.

Example of Initiative Roll

For example, Albert, Bala, Caleb and Drusilla comprise a party of player character combatants facing a group of orcs. The DM designates Bala as the player who will roll a d6 for the party's initiative. She rolls a 3. The orcs roll a 5. Normally, this would mean that the orcs had initiative. However, it so happens that Drusilla has an 18 dexterity, allowing her a +3 modifier to initiative rolls. This gives her a personal initiative roll of 6 (3+3). Caleb has a 16 dexterity, so he has a bonus as well - but as his bonus is only +1, this is not enough to challenge the orc's roll. Caleb's personal initiative is only 4 (3+1). Albert and Bala do not have sufficient dexterities to gain any bonus.

Thus, Drusilla has a 6 initiative, so she goes first. The orcs have an initiative of 5, so they go after Drusilla. Then the rest of the player characters, including Caleb, end the round.

Take note, however, that since the rest of the player party would then be followed by Drusilla, all the players in the party are free to act together. It is only necessary to roll initiative once. Afterwards, the turn-based combat system simply flips back and forth between the player characters and the enemy. The pattern, however, is disrupted by stunning rules - but for those familiar with traditional 1e rules (AD&D), the policy of rolling initiative over and over is dispensed with.

Once initiative has been determined, the combatants possessed of it may take whatever action they feel is appropriate, in the bounds of the rules and role-playing.

Simultaneous Attacks If it should happen that opposing combatants end with the same value on their adjusted initiative die, then combat for those combatants will be considered simultaneous. Where simultaneous attacks are indicated, all combatants are considered to move and attack regardless of the actions of the enemy. This means that if the enemy is hit by a combatant and stunned, the enemy will still be entitled to attack, as both attacks are considered to happen at the same time.

If necessary, the action points (AP) expended by either side may need to be played out 1 AP at a time (but only in relation to movement or preparation of materials, drawing weapons and so on). If this is the case, then actions can be scaled according to this table: