Initiative

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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 a combat. This is done at the beginning of every engagement; once initiative is determined, it is NOT re-determined every round.

Surprise

Main Article: Surprise (combat)

Surprise is rolled only when a group of combatants unexpectedly meets with 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 surprise. In the latter case, both groups roll. Whomever 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 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

When two or more combatants fight simultaneously, 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 are simultaneously. Both roll d20s to hit; both hit; both roll damage dice. Patricia causes 5 points of damage, which doesn't kill, but does stun Rakk. If Patricia had initiative, this would cause Rakk to lose his round; however, since the attacks are simultaneous, and Rakk also hits, he does 4 damage to Patricia. This ALSO stuns ... and so both Patricia and Rakk are stunned together.
If Patricia were stunned and not Rakk, then Rakk would attack again. Further simultaneous movement would cease, since Rakk had 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 & 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)