Difference between revisions of "Initiative"

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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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[[File:Initiative.jpg|right|595px|thumb]]
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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]]''
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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 '''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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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.
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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.
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.
 
  
== Example of Initiative Roll ==
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: 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.
  
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Whoever wins the initiative attacks first in the combat.
  
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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.
  
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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 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.
  
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.
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: 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.
  
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.
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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.
  
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.
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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.
  
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.
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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 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.
  
Simultaneous Attacks
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This applies to single individuals as well as to groups.
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:
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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.
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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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See Also,<br>
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[[Assassination (sage ability)|Assassination]]<br>
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[[Backstabbing (sage study)|Backstabbing]]<br>
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[[Movement in Combat]]<br>
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[[Spear (weapon)|Spear]]<br>
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[[Stealth (sage ability)|Stealth]]<br>
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[[Taunt (spell)]]
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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)