Initiative
Option One: Standard Initiative Procedure
To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative. If both (or all) sides roll the same number for initiative, everything happens simultaneously — all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a mage to be slain by goblins who collapse from his Sleep spell at the end of the round. Initiative ModifiersSituational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.
Option Two: Group Initiative
Some people believe that using a single initiative roll for everyone on the same side is too unrealistic. It is, admittedly, a simplification, a way to keep down the number of die rolls required in a single round, allowing for much faster combat. However, the actions of different characters, the types of weapons they use, and the situation can all be factors in determining initiative. Using this optional method, one initiative die roll is still made for each side in the fight. However, more modifiers are applied to this roll, according to the actions of individual characters. These modifiers are listed on Table 56. Some of the modifiers depend on ability, spell, and weapon. Characters casting spells (but not monsters using innate abilities) must add the spellcasting time to the die roll. Characters attacking with weapons add the weapons' speed factors to the die roll. All other modifiers are applied according to each individual's situation. Example: In the second round of the combat, the DM decides to use the modified group initiative. Rath is surrounded by trolls and not in the best of health. The rest of the party has yet to close with the monsters. The DM decides that one troll will continue attacking Rath, with the help of the orcs, while the other trolls move to block reinforcements. In particular, the troll burned by the acid arrow is looking for revenge. The DM then turns to the players for their actions. Players (all at once): "I'm going to..." "Is he going?..." "I'm casting a..." DM (shouting): "One at time! Rath?" Harry: "I'll blow my horn of blasting." DM: "It'll take time to dig it out.- Harry: "I don't care. I'm doing it." Jon: "Draw my sword and attack one of the trolls!" DM; "Anne?" Anne (not paying attention to the other two): "Cast a fireball." Harry and Jon: "NO! DON’T!" DM: "Well. is that what you're doing? Quickly!" Anne: "No. I'll cast a haste spell! Centered on me, so Rupert and Rath are just at the edge." DM: "Okay. Harry, roll initiative and everyone modify for your actions." Harry rolls 1d10 and gets a 6. The DM rolls for the monsters and gets a 5. Each person's initiative is modified follows: Rath is using a miscellaneous magical item (modifier +3). His modified initiative is 9 (6 + 3 = 9). Rupert is using a bastard sword +1 with two hands (weapon speed 7 instead of 8 because of the +1). His modified initiative is 13 (6 + 7 = 13). Delsenora is casting a spell (haste spell, casting time 3). Her modified initiative is the same Rath's. 9. The trolls are attacking with their claws and bites (large creatures attacking with natural weapons +6). Their modified initiative is 11 (5 + 6 = 11). The orcs are using long swords (weapon speed 5). Their modified initiative is 10 (5 +5 = 10 ). After all modified initiatives are figured. the combat round goes as follows: Delsenora (initiative 9) completes her spell at the same time that Rath (9) brings the house down on the orcs with his horn of blasting. The orcs (initiative 10) would have gone next, but all of them have been crushed under falling rock. The three trolls (initiative 11) are unfazed and attack, one at Rath and the other two springing forward, hitting Delsenora and missing Rupert. Finally, Rupert (initiative 13) strikes back. He moved too slowly to block one troll's path to Delsenora, but manages to cut off the second. Things look very grim for the player characters.Option Three: Individual Initiative
This method of determining initiative is the same as that just given earlier, except that each PC, NPC, and monster involved in the fight rolls and then modifies his own initiative roll. This gives combat a more realistic feel, but at the expense of quick play. To players, it may not seem like too much for each to roll a separate initiative die, but consider the difficulties: Imagine a combat between six player characters (each controlled by a player) and five hirelings and henchmen against 16 hobgoblins and five ogres (all of which must be rolled by the DM). Furthermore, each die roll must be modified according to each individual's actions, resulting rolls make every combat round a major calculation. This method is not recommended for large-scale combats. It is best used with small battles in which characters on the same side have vastly different needs. Example: In the third round of combat. the DM decides to use individual initiatives. Each character is involved in his own fight and there aren't too many to deal with. Cut off from retreat by fallen rock, the trolls attack. The DM asks the players their intentions. Harry: "Hit him with my hammer +4!" Rupert: "Chop him up." Anne (now in serious trouble): "Cast a burning hands spell." Each character or monster now rolls 1d10. The rolls and modified results are: Rath rolls a 2 and is attacking with his hammer (weapon speed 0 instead of 4 due to +4) and is hasted so his modified initiative is 0. Rath's troll rolls a 1 and is attacking with natural weapons (+6 modifier) for a total of 7 (1 + 6 = 7). Rupert rolls a 2 and has a weapon speed of 7 and is hasted ( -2) for a modified initiative of 7 (2 + 7 - 2 = 7). Rupert's troll rolls a 5 and modifies this by +6 for an 11 (5 + 6 = 11). Delsenora is very unlucky and rolls a 9. Since she is casting a spell, she gains no benefit from the haste spell this round. She has a casting time of 1 for a total of 10 (9 + 1 = 10). The troll fighting Delsenora is very quick and rolls a 1, modified to 7 (1 + 6 = 7.) The order of attacks is: Rath (initiative 0) strikes with his hammer. Rupert and the two trolls (attacking Rath and Delsenora, all initiative 7) attack immediately after, Rupert hits. The troll attacking Rath misses, but Debenora is hit. Delsenora's spell (initiative 10) would normally happen next, but instead it fizzles, her concentration ruined by the blow from the troll. Next, Rupert's troll attacks and misses. Because of the haste spell, Rath and Rupert now attack again (in order of initiative). Rath first, then Rupert.Range and Initiative
Here's a rule to give some advantage to those characters and parties (and monsters) which always have ranged attacks ready.
When two groups first come within sight of one another at distances of 20 feet or less (here a "group" can consist of only one person or creature, or can have more), and only one group has missile capability already in hand, that group gets a "free shot" with its ranged weapons.
This isn't a full combat round, not a bonus round from surprise; it's a split second of instinctive reaction on the part of the missilers in the group. While they're firing, mages and priests can't cast spells, other characters can't ready weapons. A knife expert can't draw a knife and throw it in this split second; he can only throw it if he already has it in hand. In this spIit-second, characters can take no action other than, perhaps, to talk or shout something brief to one another.
Once that free shot is taken, on the first full combat round of the fight, roll initiative normally. The party that was fired upon gets a +2 modifier for being slightly disadvantaged by the enemy's missile superiority.
Remember that this option can only be taken when one side, and not the other, has ready missile weapons (i.e., bows or crossbows in hand with arrows and quarrels already nocked, or throwing weapons such as spears, javelins, axes and knives already in hand). Also, the party which can take this option doesn't have to; the group does not have to fire upon another person, group or monster the instant it sees its target. If the group chooses not to, the opportunity is lost and the characters have the usual options to talk to the other group; if they choose to fight, initiative is rolled normally. The side without the missile weapons doesn't get the +2 modifier this time.
If the party is wandering around in conditions of poor visibility (such as a dungeon), the DM can rule that the target is barely visible and that the party cannot recognize many details about the target: "Ahead of you in the corridor, about 60 feet up, you see a group of human-slzed silhouettes moving your way. As you spot them, they spot you, too, and slow down. You can't tell what they are..." At this point, if the PCs have missile weapons and the NPCs don't, the PCs can take this free shot, but are faced with the prospect of attacking an unknown quantity. They could be firing upon the High King and his adventuring retinue, for all they know.
When two groups both have ready missile weapons, neither gets this option. Roll initiative normally. (If two groups both have ready missile weapons, and one group spots the other without the other group realizing it, that group wins initiative, but doesn't get the "free shot:' Picture it this way: When the first group looses its volley, the missilers of the second group immediately turn around and loose theirs. So we're put in a position of normal combat).
Finally, for this option, remember that spell-type missile abilities don't count, but "natural" ones do. A dragon's breath acts as a ready missile weapon, as do a manticore's tail-spikes. However, a gold dragon's spells don't count, nor does a vampire's charming, for example,
One final consideration is that there are inherent risks for missiliers who are not in the front rank to hit friendly targets in front of them. It is alway spossible a wayward shot could hit a frined in the back.
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