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I think some systems - without necessarily always spelling it out - demand a particular initiative system. If there are mechanical features that provide concrete bonuses to character initiative, one can’t really adopt a looser turn order system without rendering some player choices redundant. This is one of those cases where tinkering should probably only be attempted once one has enough of a handle on the system to understand the downstream consequences of the decision to depart from the RAW. In games with granular combat mechanics I’m a fan of ‘shifting initiative’ whereby, once established (by whatever means as discussed) characters (and sometimes opponents) can act at any point on or after their initiative to take advantage of the tactical situation as it evolves. Sometimes when a character holds their action, the stage at which they choose to act on the first round becomes their default initiative order for the rest of the encounter but I prefer systems that allow for dynamic initiative that combines rolling initiative every round and allowing for the ‘hold’ mechanic. In any abstracted or rules lite system - which usually equates to a more narrative style - then I’m happy to allow players to determine when they act in each round, but I reserve the right - if it fits with the scene as it has played out in previous rounds - to declare by fiat when opponents act and this might be before the PCs in some circumstances.

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