Difference between revisions of "Initiative"

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[[File:Initiative.jpg|right|525px|thumb]]
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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 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.
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'''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)]]''
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: 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.
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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.
  
== Procedure ==
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== Rolling Initiative ==
Once surprise has been discounted, or already used to determine initiative, the DM designates one player to roll initiative for the players, who are on one side. 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 combatants opposed to the party.  All rolls are made with a d6.
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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.
  
Individuals '''modify''' the die for their side according to [[Dexterity (ability stat)|dexterity]], [[Luck (phenomenon)|luck]] or magic, if availableFor 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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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.
  
Those individuals with the highest adjusted initiative (which may mean one whole side in the fight) win the advantage and act firstWhereupon, 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 Lock|stun locked]]; these individuals will lose their turn and must wait until they are free to act.
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: '''For example,''' Nathan and Obadiah are both player characters in the partyNathan 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.
  
== Example of Initiative Roll ==
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: If the enemy rolls a "3," then both Nathan and Obadiah have initiativeIf the enemy rolls a "4," then Obadiah wins initiative and Nathan attacks '''simultaneously''' with the enemyIf the enemy rolls a "5," then Nathan loses initiative and Obadiah is simultaneousAnd finally, if the enemy rolls a "6," then both player characters lose initiative.
Albert, Bala, Caleb and Drusilla make up a party of player characters facing a group of five orcsBala is designated to roll initiative for the party and rolls a "3." The orcs roll a "5." It happens that Drusilla has an 18 dexterity, so she adds +3 to her initiative, making hers a 6, allowing her the advantage of going first.  Albert, Bala and Caleb do not have sufficient bonuses to challenge the orcs.
 
  
Drusilla [[Attacking in Combat|attacks]], missing.  The orcs, Rake, Cud, Gash, Lunge and Shackle attack; Bala and Albert [[Roll to Hit|are hit]], but for glancing damage, while Caleb takes 5 hit points, which is a quarter of Caleb's hit points and is sufficient to stun him.
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Whoever wins the initiative attacks first in the combat.
  
Because Caleb loses his attack, Bala and Albert are finally able to join in.  Then, because initiative is not rolled again, Drusilla is free to attack with her allies as well.  These three cause enough damage to stun Cud and Shackle.  Rake, Gash and Lunge strike back, stunning Drusilla.
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== Simultaneous Results ==
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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.
  
Now, at last, Caleb can attack, with Albert and Bala.  They kill Rake and stun Shackle again ... and so the combat goes, swinging back and forth between the two sides, with individuals dropping out of specific rounds from taking enough damage to stun themThere is no need to roll initiative again, saving time and improving the momentum of the combat.  As well, since some people are forced to "lose a turn," there are less rolls to be made every round, and this increases the pace of combat as well.
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: '''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 dicePatricia 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.
 
 
== 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.
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: If Patricia were stunned and not Rakk, then Rakk would attack againFurther 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.
  
: In the second possible scenario, both Drusilla and Rake miss. Nothing changes and they remain simultaneous.
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== Initiative & Re-engagement ==
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'''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.
  
: In the third possible scenario, both Drusilla and Rake hit, and both hits stun.  Drusilla and Rake both fall back, breaking off the [[Melee|melee]] between them completely.  Once this happens, '''neither''' has initiative, ending their simultaneous action.
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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.
  
In all cases, simultaneous results continue until one or the other participant is stunned, killed or combat is broken offIf 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.
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: '''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 rolledBut if Group B and Group Y meet separately, starting a new combat where A and X are not engaged, then initiative '''IS''' rolled.
  
== Initiative & Breaking Off Melee ==
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This applies to single individuals as well as to groups.
Combatants will be often forced out of melee due to the stunning rules, or may choose to fall back in order to change tactics, [[Weapons List#Missile Ranges|throw or fire missiles]], or [[Spellcasting|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.
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==== Special Cases ====
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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.
  
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.
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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.
  
  
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[[Taunt (spell)]]
 
[[Taunt (spell)]]
  
[[Category: Lacks Image]]
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[[Category: Reviewed]]

Latest revision as of 22:19, 1 October 2023

Initiative.jpg

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.

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)