Difference between revisions of "Initiative"
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− | '''Initiative''' determines which of two or more groups entering [[Combat|combat]] will act first | + | [[File:Initiative.jpg|right|595px|thumb]] |
+ | '''Initiative''' determines which of two or more groups entering [[Combat|combat]] will act first, as required by a turn-based system. Each group rolls to win initiative at the start of [[Melee|melee]]. This occurs at the beginning of every engagement; once initiative is determined, it's '''NOT''' re-determined every [[Combat Round|round]]. | ||
== Surprise == | == Surprise == | ||
− | : | + | : Main Article: [[Surprise (combat)]] |
− | + | Surprise is rolled only when a group of combatants '''unexpectedly''' encounters an enemy. It may be that the enemy has lain in wait, hoping to surprise an unsuspecting group of "defenders," or it may be that two groups meet unexpectedly at the same time. In the former case, only the defenders roll for surprise. In the latter case, both groups roll. Whoever is surprised loses the initiative. If neither group is surprised, or both are surprised together, then initiative must be rolled; in the latter case, after both groups have recovered from surprise. | |
− | == | + | == Rolling Initiative == |
− | + | Following the determination of surprise, each side of the combat must roll for initiative. This is achieved using a six-sided die. The DM rolls for each group of non-player characters. For the party, the DM designates one player to roll on behalf of the group. This designation should be consistent from combat to combat, but the DM can also use this method to encourage participation from a party member who appears less engaged. | |
− | + | The dice are modified according to [[Dexterity (ability stat)|dexterity]], [[Luck (phenomenon)|luck]] or magic, as applicable. '''One die''' is rolled for the whole party, but individual characters adjust this number by their dexterity or other factors. | |
− | + | : '''For example,''' Nathan and Obadiah are both player characters in the party. Nathan has no adjustments, but Obadiah has a 16 dexterity and is therefore +1 to initiative. A "4" is rolled for both; this counts as a "4" for Nathan, but as a "5" for Obadiah. | |
− | + | : If the enemy rolls a "3," then both Nathan and Obadiah have initiative. If the enemy rolls a "4," then Obadiah wins initiative and Nathan attacks '''simultaneously''' with the enemy. If the enemy rolls a "5," then Nathan loses initiative and Obadiah is simultaneous. And finally, if the enemy rolls a "6," then both player characters lose initiative. | |
− | |||
− | + | Whoever wins the initiative attacks first in the combat. | |
== Simultaneous Results == | == Simultaneous Results == | ||
− | + | When two or more combatants engage in simultaneous combat, it means that BOTH roll attack dice, and damage dice if applicable, regardless of the outcome. | |
− | + | : '''For example,''' Patricia, the 1st level player character, and Rakk the orc engage in simultaneous combat. Both roll d20s to hit, and both successfully hit their targets. Subsequently, both roll damage dice. Patricia inflicts 5 points of damage upon Rakk, which doesn't prove fatal but effectively [[Stun Lock|stuns]] him. If Patricia had won the initiative, this would have caused Rakk to lose his round. However, since their attacks occur simultaneously and Rakk also hits, he deals 4 damage to Patricia. This, in turn, stuns Patricia. Consequently, both Patricia and Rakk find themselves stunned, their actions momentarily halted by the effects of their exchange. | |
− | + | : If Patricia were stunned and not Rakk, then Rakk would attack again. Further simultaneous movement would cease, since Rakk has gained initiative by overcoming Patricia in the first round. However, because both sides are stunned, both sides recover simultaneously and the NEXT round is counted as simultaneous again. This continues until one side or the other gains an advantage through stunning, until one or both sides foregoes an attack, or until an outside combatant stuns one or the other. | |
− | + | == Initiative & Re-engagement == | |
+ | '''Re-engagement''' describes a situation where the combatants, who have fallen out of a combat, join '''an existing''' battle. This includes combatants who have been stunned, or who have fallen back to heal themselves or cast spells; it also includes those who have failed [[Morale|morale]], been routed and have now regrouped. These examples are not exclusive of other possibilities. By joining an existing battle, the movement and attacks of the re-engaging combatants are considered to '''be in step''' with their allies turn. Initiative is not re-rolled for re-engaging allies. | ||
− | + | However, if one group of combatants who have fallen back — for whatever reason — meets with a group that '''are not engaged''', then this is considered a NEW engagement and initiative is rolled at the outset. | |
− | + | : '''For example''', groups A and B are engaged in a combat with groups X and Y. Group B falls back, as does Group Y, while groups A and X continue fighting. If B re-enters into the fight between A and X, initiative '''NOT''' is rolled. But if Group B and Group Y meet separately, starting a new combat where A and X are not engaged, then initiative '''IS''' rolled. | |
− | |||
− | + | This applies to single individuals as well as to groups. | |
− | + | ==== Special Cases ==== | |
+ | With some creatures, such as flying creatures which swoop at targets on the ground and then reclimb, or fast moving creatures who dash in, strike, then run off, the combat is considered broken after the end of every short engagement, once two or more rounds have passed without combat. Therefore, each time the flying creature dives, and each time the fast-moving creature charges, initiative is re-rolled on the '''first round''' ... but not thereafter, if melee is engaged. | ||
− | See<br> | + | Another example would be a rider attacking with a lance or other weapon in passing — who then continues on, only to circle and try again. Still another example would be a submerged creature that attacks from below the water surface and then dives out of reach. Each time these contacts are broken, initiative is rolled at the start of the next contact. |
− | [[Movement in Combat]] | + | |
+ | |||
+ | See Also,<br> | ||
+ | [[Assassination (sage ability)|Assassination]]<br> | ||
+ | [[Backstabbing (sage study)|Backstabbing]]<br> | ||
+ | [[Movement in Combat]]<br> | ||
+ | [[Spear (weapon)|Spear]]<br> | ||
+ | [[Stealth (sage ability)|Stealth]]<br> | ||
+ | [[Taunt (spell)]] | ||
+ | |||
+ | [[Category: Reviewed]] |
Latest revision as of 22:19, 1 October 2023
Initiative determines which of two or more groups entering combat will act first, as required by a turn-based system. Each group rolls to win initiative at the start of melee. This occurs at the beginning of every engagement; once initiative is determined, it's NOT re-determined every round.
Contents
Surprise
- Main Article: Surprise (combat)
Surprise is rolled only when a group of combatants unexpectedly encounters an enemy. It may be that the enemy has lain in wait, hoping to surprise an unsuspecting group of "defenders," or it may be that two groups meet unexpectedly at the same time. In the former case, only the defenders roll for surprise. In the latter case, both groups roll. Whoever is surprised loses the initiative. If neither group is surprised, or both are surprised together, then initiative must be rolled; in the latter case, after both groups have recovered from surprise.
Rolling Initiative
Following the determination of surprise, each side of the combat must roll for initiative. This is achieved using a six-sided die. The DM rolls for each group of non-player characters. For the party, the DM designates one player to roll on behalf of the group. This designation should be consistent from combat to combat, but the DM can also use this method to encourage participation from a party member who appears less engaged.
The dice are modified according to dexterity, luck or magic, as applicable. One die is rolled for the whole party, but individual characters adjust this number by their dexterity or other factors.
- For example, Nathan and Obadiah are both player characters in the party. Nathan has no adjustments, but Obadiah has a 16 dexterity and is therefore +1 to initiative. A "4" is rolled for both; this counts as a "4" for Nathan, but as a "5" for Obadiah.
- If the enemy rolls a "3," then both Nathan and Obadiah have initiative. If the enemy rolls a "4," then Obadiah wins initiative and Nathan attacks simultaneously with the enemy. If the enemy rolls a "5," then Nathan loses initiative and Obadiah is simultaneous. And finally, if the enemy rolls a "6," then both player characters lose initiative.
Whoever wins the initiative attacks first in the combat.
Simultaneous Results
When two or more combatants engage in simultaneous combat, it means that BOTH roll attack dice, and damage dice if applicable, regardless of the outcome.
- For example, Patricia, the 1st level player character, and Rakk the orc engage in simultaneous combat. Both roll d20s to hit, and both successfully hit their targets. Subsequently, both roll damage dice. Patricia inflicts 5 points of damage upon Rakk, which doesn't prove fatal but effectively stuns him. If Patricia had won the initiative, this would have caused Rakk to lose his round. However, since their attacks occur simultaneously and Rakk also hits, he deals 4 damage to Patricia. This, in turn, stuns Patricia. Consequently, both Patricia and Rakk find themselves stunned, their actions momentarily halted by the effects of their exchange.
- If Patricia were stunned and not Rakk, then Rakk would attack again. Further simultaneous movement would cease, since Rakk has gained initiative by overcoming Patricia in the first round. However, because both sides are stunned, both sides recover simultaneously and the NEXT round is counted as simultaneous again. This continues until one side or the other gains an advantage through stunning, until one or both sides foregoes an attack, or until an outside combatant stuns one or the other.
Initiative & Re-engagement
Re-engagement describes a situation where the combatants, who have fallen out of a combat, join an existing battle. This includes combatants who have been stunned, or who have fallen back to heal themselves or cast spells; it also includes those who have failed morale, been routed and have now regrouped. These examples are not exclusive of other possibilities. By joining an existing battle, the movement and attacks of the re-engaging combatants are considered to be in step with their allies turn. Initiative is not re-rolled for re-engaging allies.
However, if one group of combatants who have fallen back — for whatever reason — meets with a group that are not engaged, then this is considered a NEW engagement and initiative is rolled at the outset.
- For example, groups A and B are engaged in a combat with groups X and Y. Group B falls back, as does Group Y, while groups A and X continue fighting. If B re-enters into the fight between A and X, initiative NOT is rolled. But if Group B and Group Y meet separately, starting a new combat where A and X are not engaged, then initiative IS rolled.
This applies to single individuals as well as to groups.
Special Cases
With some creatures, such as flying creatures which swoop at targets on the ground and then reclimb, or fast moving creatures who dash in, strike, then run off, the combat is considered broken after the end of every short engagement, once two or more rounds have passed without combat. Therefore, each time the flying creature dives, and each time the fast-moving creature charges, initiative is re-rolled on the first round ... but not thereafter, if melee is engaged.
Another example would be a rider attacking with a lance or other weapon in passing — who then continues on, only to circle and try again. Still another example would be a submerged creature that attacks from below the water surface and then dives out of reach. Each time these contacts are broken, initiative is rolled at the start of the next contact.
See Also,
Assassination
Backstabbing
Movement in Combat
Spear
Stealth
Taunt (spell)