Initiative

From The Authentic D&D Wiki
Revision as of 19:52, 18 August 2020 by Tao alexis (talk | contribs)
Jump to navigationJump to search

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

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 change 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.

Individuals modify the die for their side according to dexterity, luck or magic, if available. For 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."

Those individuals with the highest adjusted initiative (which may mean one whole side in the fight) win the advantage and act first. Whereupon, 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 locked; these individuals will lose their turn and must wait until they are free to act.

Example of Initiative Roll

Albert, Bala, Caleb and Drusilla make up a party of player characters facing a group of five orcs. Bala 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 attacks, missing. The orcs, Rake, Cud, Gash, Lunge and Shackle attack; Bala and Albert 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. 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. 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 them. There 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.

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)