Difference between revisions of "Initiative"
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Whomever wins the initiative attacks first in the combat. | Whomever wins the initiative attacks first in the combat. | ||
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== Simultaneous Results == | == Simultaneous Results == |
Revision as of 17:33, 29 September 2021
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 (combat)
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
Following the determination of surprise, each side of the combat must roll initiative. This is done on a six-sided die. The DM rolls for each group of non-player characters. For the party, the DM designates one player, who rolls on behalf of the party. This designation should be shared from combat to combat, but the DM can also use this designation to encourage participation from one party member whose attention seems minimal.
The dice are modified according to dexterity, luck or magic, as applicable. The one die rolled for the party may be individually adjusted.
- 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 rolled a "3," then both Nathan and Obadiah would have initiative. If the enemy rolled a "4," then Obadiah would have initiative and Nathan would attack simultaneously with the enemy. If the enemy rolled a "5," then Nathan would have lost initiative and Obadiah would be simultaneous. And finally, if the enemy rolled a "6," then both player characters would have lost initiative.
Whomever wins the initiative attacks first in the combat.
Simultaneous Results
Occasionally, an initiative roll occurs where two or more participants end with the same result, whether or not modified. This is intentional, as it produces occasional combats where there is a bit more mayhem at the start. A simultaneous result guarantees both sides a chance to swing, before the results are applied. For example, suppose that Drusilla and Rake roll and both end up with a total of 5, a simultaneous result. Drusilla attacks Rake and Rake attacks Drusilla at the same time.
- In the first possible scenario, Drusilla hits and Rake does not. When the damage is calculated, Rake is stunned, so that from then on, Drusilla has the initiative. However, if Rake were not stunned, then both would remain simultaneous into the next round.
- In the second possible scenario, both Drusilla and Rake miss. Nothing changes and they remain simultaneous.
- In the third possible scenario, both Drusilla and Rake hit, and both hits stun. Drusilla and Rake both fall back, breaking off the melee between them completely. Once this happens, neither has initiative, ending their simultaneous action.
In all cases, simultaneous results continue until one or the other participant is stunned, killed or combat is broken off. If two whole sides are fighting simultaneously, this can mean that multiple persons will "drop out" of simultaneous results, so that those still affected by it must be accounted for carefully.
Initiative & Breaking Off Melee
Combatants will be often forced out of melee due to the stunning rules, or may choose to fall back in order to change tactics, throw or fire missiles, or cast spells. When this takes place amidst a large battle with lots of participants, these moments are treated as part of the normal back and forth between two sides. Therefore, if one individual falls out of a combat, and then rejoins it, the time in which their action takes place will keep tandem with their allies.
However, if both sides of a combat completely break off from fighting each other, or individuals on both sides have left an ongoing combat and now happen to meet independently, then this is treated as a new combat and initiative must be rolled prior to renewing melee, to determine who can engage first.
Likewise, if a flying creature dives from the sky at a combatant, then initiative is rolled to see which attacks first at the moment of combat. If the flying creature then swoops off, turns, and attacks again, then again, initiative is rolled. This practice is the same for a horserider attacking with a lance or a sword, who then continues on, only to circle and try again; or for a submerged creature that attacks from below the water surface and then dives again. Each time that the contact is broken, initiative is rolled at the start of the next contact.
See Also,
Assassination
Backstabbing
Movement in Combat
Spear
Stealth
Taunt (spell)