On the Top Ten Different Styles of Initiative
I know it's not Friday, but it's what we are talking about this week.10) Phased initiative: This is a declare action first style, where you say what you're going to do, and then the actions run in the order of what you're doing. Old School Hack and Holmes use this style. E.g. ranged, then movement, then melee, then spells.
9) Individual initiative: This is where each individual rolls a single die and you either count up or down going in order. Rounds are usually a minute long and results are modified by the weapon, spell or item used. Each count is referred to as a segment. (1d6 is 10 second segments, 1d10 is 6 second segments and 1d12 is 5 second segments). Sometimes, like in shadow run, initiative is a total that gets counted down, meaning if you roll well enough, you may get additional actions.
8) Ordered by statistic: Usually in order of Dexterity or Intelligence. Sometimes this can be weapon length.
7) Winner's Choice: This allows the person who's action it is to pick who goes next when their action is complete.
6) The Speed Check: Players roll against a target to see if they go before or after the opposition.
Player: "My staff bites him" DM: "What now?" Player "Because f&*k you, I'm a cleric" |
4) Written orders: This is declare before by writing down what you are planning to do, and then having the Dungeon Master execute those orders simultaneously with the ones he wrote down for the monsters.
3) Individual Vegas Style: This method involves re-rolling initiative after every action. Exciting, but involves a lot of rolling.
2) No initiative at all: This is the original method. The characters are simply asked what they are going to do and the Dungeon Master resolves the actions in logical order.
1) Vegas style! This is a comparative roll, resulting in one entire side or the other going first. It is exciting and simple. The threat of having to suffer through two rounds of attacks means the rolls are pretty exciting.
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