This thread is for comparing extant initiative systems as practiced in our games, with the faint hope of improving them or developing new ones. There is no chance whatsoever of us all agreeing! SO there is no need whatsoever to fear anyone imposing an initiative system on a game you run. But we might be able to have a vigorous discussion that would slightly improve our methods or at least develop understanding and acceptance.
Here is very big idea that needs to inform any modern thinking about initiative:
Initiative: the Silent Killer
He’s referring to the 3rd edition procedure. For those who haven’t played much, combat begins and all participants roll a d20. Often the monsters are grouped together, but theoretically each orc rolls. A modifier from dex and feats and stuff is added, and a list written. Those rolls set the sequence for the entire combat, unless someone delays and moves down in the initiative order. 3e also has strong rules about suffering extra attacks if you cast spells in melee or try to run past enemies without engaging.
More stuff that’s come up recently in the Seduction by Wilderlands thread:
Ska-tay said:
What about something a bit more like you seem to be leaning (RQ strike ranks) + initiative + surprise (OD&D)
So, check for surprise: 1-2, on d6. Surprise can either be a flat loss of 1-2 rounds, or a modifier affecting below. Let's assume a counting up initiative? So, anyone acting on 1, 2, etc? Roll d6 for initiative. Add surprise modifier. No one is assumed to have weapons 'set/readied'. Readying/Setting/changing weapon modifiers are based on weapon size = +3 for 2 handed, +2 for medium sized, +1 for small?
Dexterity initiative bonus applies only to modify above mods— how fast one can set or change weapons. Striking someone not readied should be a flat/base AC. No dex AC bonus, perhaps? So, all this bookkeeping is really for governing setting and changing weapons, adjustments to combat. If you're just hitting with the same thing, it's your normal combat rules.
Oban said:
But as long as you are enjoying a dalliance with the Judges Guild, why not try the native initiative system?
https://sites.google.com/site/zenopusarchives/home/rules-variants/judges-guild-weapon-priority
See the above post for a picture of the relevant table from the Ready Reference Sheets. I like it because it allows for player choice/tradeoff with armor and weapons vs. speed (although it does make more sense if you are using variable weapon damage). It offers some complexity and yet the table is small enough to include a copy on everyone's character sheet if you so desire.
I do not like the lack of random chance. If you are wielding a mace, you are pretty much always going last. And to resolve ties you need a DEX score for every monster, a la Holmes.
IO Again
Strictly for those who are interested, it would be super-neato if you could give the rule you use when adjudicating initiative. I would like to hear from the GMs on this, even if they are going strictly by some book. That is, please don’t say: “BD&D” … we don’t all know the rule, and chances are the interpretations will differ.
Also here, I’d love to hear from Sternum on Pendragon’s non-initiative system, from foner and James on how Marvel Super-heroes handles who goes first, and so on. I'll be mourning the unsuitability of RQ strike ranks to D&Dish games.