“Battle is like a game of which the rules are defined on a whim and ignored when one can think of an alternative. He who fights most honestly does not win except against those who can barely play.”
-Grand Admiral Austyx
D&D’s standard initiative system is messy, and far too predictable as turn orders are rolled then set in stone for the rest of the fight. In Defilar, however, initiative is constantly changing throughout combat. In combat, the character with the highest initiative goes first, followed by the one with the next highest, then the next highest after that. The process continues until all players and relevant NPCs have taken their turn.
Players’ Initiative
At the start of combat, along with at the start of every round in combat, each player must roll a d8, adding their Speed Modifier to the total. That total is the player’s initiative for the round, determining when the player acts. A player can, at any time prior to taking an action or bonus action on their turn, reduce their order in initiative. Players can do so to cooperate with an ally, try and force an enemy to act, or for any other reason.
As stated, initiative is rolled again at the start of each round. This continues until combat is over. Players may wish to keep the d8 they used for the roll out in the open on the face it landed on as to more easily track their Initiative.
NPC’s Initiative
Unlike players, NPCs have a set turn order that does not change throughout combat. All NPCs have an Initiative Score—which determines their order in initiative. Unless stated otherwise, an NPC has an Initiative Score of 4.
If a player and an NPC share an initiative, the Player goes first.
Example Scenario
Let us say, for the sake of example, that there are three players at the table: Josh, Alice, and Trevor. They engage in combat against a group of pirates, who have an Initiative Score of 4, along with a pirate captain, who has a score of 5. The DM calls for an Initiative roll.
Josh rolls a 7 and adds a +1, as his character is a Swashbuckler. So his total roll is 8.
Alice rolls a 6 and subtracts a -1, as her character is wearing a small breastplate armor piece. So her total roll is 5.
And Trevor rolls a 1 like the loser he is. (Please do not bully real players at your table for being named Trevor)
In this case, the turn order for the round would be the following: Josh, Alice, the Pirate Captain, the Pirates, and finally Trevor.
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