Tuesday, May 4, 2021

Re-rolling Individual Initiative, the Best of Both Worlds?

 This is an idea I can't take credit for, but writing the post on group vs individual initiative has me chewing on it. By traditional methods this appears to only add book keeping - the annoying part about initiative. But perhaps there's a way to keep it simple enough while still introducing the gleefully chaotic tension of re-rolling from round to round. Here's some ideas.

1. Secret countdown.

The situation: The party is sneaking up on a dragon currently asleep on it's hoard of treasure. Rather than steal as much as they can carry (and perhaps due to the righteous paladin and cleric) they've decided to attempt to slay the beast. However, the wizard has just fallen in a pit trap...!

DM: Roll for initiative! Ok counting down: 25, 24, 23...

Rogue: 23! I sneak up on the dragon from my hiding spot and stab him in the ribs!

Resolve mechanics and narrate results.

DM: 22, 21, 20, 19... The dragon wakes from its slumber, bellows in anger, and breathes fire on the intruders!

Resolve and narrate.

DM: 18, 17, 16, 15, 14, 13...

Paladin: 13! But I'm unconscious from the dragon's breath. Here's my death saving throw...

DM: 12, 11...

Wizard: 11! Who knew I'd be glad to be in a pit trap when the dragon woke? Whew! I cast clairvoyance to see what's going on above me...

DM: 10, 9, 8, 7...

Cleric: 7! I'm still conscious after the dragon breath so I climb through the smoking wreckage to heal the paladin...

Get it? Not only will the durations of spells that last for a round or more start to vary a bit (combat and magic should be more chaotic than orderly, no?) but the initiative roll of a paralyzed or unconscious combatant gains tension due to its influence over how the round plays out!

2. Declare Actions

Yet something else that appears to add overhead to the combat round. However, if you allow the players a bit of time to plan before rolling initiative (just like you might in group initiative), declaring actions means all the players at least have a Plan A when their turn comes around. Plus, the fictional value can't be understated. You know how in a movie the hero sees the bad guy going for his gun? Well if they're quick enough they might be able to do something...

The situation: The party has freed the prince from the dungeons beneath the hobgoblin fortress when the jailer stirs awake and shouts for help. Minutes later the chieftain and his retinue stand between the party and the exit.

DM: The chieftain knocks a feathered arrow the size of a small ballista on a bow that may need giant-strength to draw. His priest chants, gathering black magic in blood-smeared hands preparing to cast a spell, and his bodyguards draw razor-edged iron to charge. Discuss and declare actions. You have one minute.

Party discussion happens.

Cleric: Ok, the paladin will charge into melee with the chieftain and attack, the rogue is going to shoot an arrow from the shadows to interrupt the priest, the wizard will conjure a wall of flame to block off the bodyguards, and I will prepare a blessing for whoever needs protection.

DM: Excellent, roll for initiative! Ok counting down: 25, 24, 23, 22, 21, 20, 19... The chieftain draws the heavy bow and looses at the wizard!

Party: Noooooo!

Resolve mechanics and narrate.

DM: Counting down. 18...

Cleric: Whoa 18! I bless the wizard with protection from evil!

DM: 17, 16...

Wizard: 16! Casting the wall of fire is interrupted by the chieftain's arrow. I still try to get the spell off with the cleric's help...

DM: Make a concentration check with advantage - the DC is half the damage taken.

Wizard: Success! Barely. Thank you cleric.

DM: Count 15... The priest casts his blight upon the paladin. Make a save to resist the effect...

DM: 14, 13, 12, 11, 10, 9, 8... The guards roll saves to reduce damage from the wall of fire and check morale to see if they press through or retreat...

DM: Count 7...

Rogue: 7! I fire my arrow at the priest, too late to interrupt his spell.

DM: Paladin, you're left...

Paladin: Dang. I furiously charge the chief and attack with my greatsword!

DM: Great! Next round, discuss. You have one minute...

3. Use a d10

Ok counting from 25 down to 0 is a lot. Also the range of a d20 relative to initiative bonuses might be a bit too random - tough for the casters to know what the state of the battlefield might be when their spell goes off and dexterity should maybe be more reliable of an indicator. How about we roll a d10 instead?

The situation: As above

DM: The chieftain knocks a feathered arrow the size of a small ballista on a bow that may need giant-strength to draw. His priest chants, gathering black magic in blood-smeared hands preparing to cast a spell, and his bodyguards draw razor-edged iron to charge. Discuss and declare actions. You have one minute.

Party discussion happens.

Cleric: Ok, the paladin will charge into melee with the chieftain and attack, the rogue is going to shoot an arrow from the shadows to interrupt the priest, the wizard will conjure a wall of flame to block off the bodyguards, and I will prepare a blessing for whoever needs protection.

DM: Excellent, roll for initiative! Ok counting down: 15, 14, 13, 12, 11...

Rogue: 11! I fire my arrow at the priest... and hit!

DM: The priest rolls to maintain their spell - and fails! The blight spell fizzles!

DM: Count 10... The chieftain draws the heavy bow and... hits the wizard! Roll to maintain your spell...

Wizard: Success! Barely...

DM: Ok, counting down again. 9...

Cleric: 9! I bless the paladin with protection from evil!

DM: 8, 7...

Wizard: 7! Reeling from the chieftain's arrow, I conjure a wall of fire to seal off his guards!

DM: The priest also rolled a 7 and would cast blight simultaneously, but it fizzles due to the rogue's arrow.

DM: 6, 5, 4... The guards roll saves to reduce damage from the wall of fire and check morale to see if they press through or retreat...

DM: Paladin, you're left...

Paladin: Dang. I furiously charge the chief and attack with my greatsword!

DM: Great! Next round, discuss. You have one minute...

4. Held actions

Finally we should recognize the complication of an archer wanting to hold a drawn arrow until an enemy emerges from cover, a healer wanting to hold their spell, or a fighter waiting with axe raised in ambush. I think you could allow players to name a trigger for their action, or allow them to simply hold their turn until they choose to go before the end of the round. I wouldn't attempt to codify it too much. Let the fiction and common sense drive your ruling.

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