INITIATIVE in 5e Dungeons & Dragons - Web DM

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Web DM

Web DM

Күн бұрын

Roll Initiative!! Pruitt & Jim break down the order of action in 5e D&D, and in past editions.
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Пікірлер: 152
@WebDM
@WebDM 6 жыл бұрын
Thanks for watching! Want more Web DM in your life? Get our podcast here: www.patreon.com/webdm
@MaskofFayt
@MaskofFayt 7 жыл бұрын
I've done the new initiative each turn and it worked really well, but only because we where all quick about it. Its an issue if you have at least one really slow player who takes forever to do anything, including roll a single dice
@jeofickles2771
@jeofickles2771 4 жыл бұрын
A super simple tip from the older editions to make initiative less painful: let people delay their entire turn until after some event or someone else's initiative, assuming they're not stunned or paralyzed or whatever and waiting on the cleric to restore them. This little change means that the halfling can wait for the goliath to get in position before doing the super double combo acrobatic attack. It allows for a lot more coordination and creative play in combat (which 5e and main other TTRPGs desperately needs) at the cost that you are going later in initiative order. The ability to only hold actions is often not enough.
@JoshTheValiant
@JoshTheValiant 5 жыл бұрын
As a recent discoverer of the channel, I think this is a topic worth revisiting. There are other looks for initiatives, like popcorn where each player declares who goes next until every actor has gone, or the sliding ladder, where every action you take or have taken against you shifts your initiative for the next round, or conversational, where the action-reaction sequence of the narrative is the turn order. Heck, even the speed factor variant in the DMG wasn't really discussed here.
@Strife159Highloch
@Strife159Highloch 7 жыл бұрын
One thing I've house ruled is tacking on Wis mod to initiative as well. Dex is your reaction time, but Wis is you actually being aware of what's going on.
@LAJackson123
@LAJackson123 6 жыл бұрын
In-game player descriptions during combat (while somewhat curbed by an experienced DM) are some of the funniest areas to engage for everyone at the table. Still loving the content, and can't get enough of that MUSIC DISSOLVE.
@dytyzerpud
@dytyzerpud 5 жыл бұрын
I have watched probably 30 of your videos in the past few weeks as I get hyped to launch a new campaign. You are both really well spoken and I love the format of the show. It has been quite helpful in terms of getting me to reflect on past experiences and so I thank you!
@MikeCammack1
@MikeCammack1 8 жыл бұрын
I love this! I found your channel Monday and have been hooked! Great content especially helping prep as a DM
@jimdavis141
@jimdavis141 8 жыл бұрын
Glad to help!
@42ndguardian
@42ndguardian 5 жыл бұрын
Legend of The 5 Rings has a mechanic called 'Tides of Battle', where anyone who does damage in one turn can roll 1d10 at the end of the turn and do one of two things with that roll; either add it to their initiative or subtract it from the initiative of the creature they dealt damage to. L5R has dice that explode on a 10, so you can get more than 10 in one roll.
@nathanielhughes8071
@nathanielhughes8071 6 жыл бұрын
Moving to initiative every round has been a blast for my new group, really helps to break up the monotony of the set combat order
@FittingUsername
@FittingUsername 7 жыл бұрын
Just ran my first session as a DM! Thanks for the great videos, they were intensely helpful preparing for this! :)
@deaconnukem
@deaconnukem 8 жыл бұрын
cool thing about 5e is that Iniative is a Dex ability check so anything that effects Dex checks effects iniative, so prone, stunned, restrained, exhaustion all can effect iniative, ie roll with disadvantage. Other ways to get a leg up Wild Magic Sorcerer can use Tides of Chaos to gain advantage on iniative and Bards Jack of All Trades is also effecting iniative
@ironhaert911
@ironhaert911 8 жыл бұрын
I just want to say I love your channel! I don't think there's been a video I haven't liked. I'm sure telling my friends about you.
@jimdavis141
@jimdavis141 8 жыл бұрын
Thanks!
@JPruinc
@JPruinc 8 жыл бұрын
Spread the word and come back next week!
@Fereri07
@Fereri07 7 жыл бұрын
I keep battles interesting by maneuvering, and strategizing. Our DM makes it a lot of fun.
@blahlbinoa
@blahlbinoa 8 жыл бұрын
Awesome episode as always! As for initiative with my games, I've been doing things a little different to speed things up. I've been having one of the players choose one of their own to roll for everyone and I would roll for all monsters (like what James described in earlier editions, which they have as an alternative in the new DMG) but the twist I have for this is that it's basically turned based. If the players win, I will start with the person on my right and go from right to left, player first then monster, or Monster first then player. Depending on the size of the party and how many monsters, it would be two players then one to two monsters go. I found that this sped things up combat wise, top of the round being when the last player/monster turn is done. For effects with magic, like stuns and what not, usually when it's that players turn, they will be able to roll to get out their condition. I tweaked it a bit and everytime I've used it my players liked it. My friend who also DMs has started using it as well in his games! I did this in Adventurer's league mostly because I had 11 people at my table and it really sped up encounters, and always talking with your players about it makes it fair on both ends.
@JPruinc
@JPruinc 8 жыл бұрын
Interesting method. Everyone has their own tweak on the system.
@Adamantium93
@Adamantium93 4 жыл бұрын
I like the idea of inverting initiative (lowest roll goes first) and using weapon damage die to roll. In this system, players (and monsters, if the DM wants) declare actions at the beginning of a round, then roll die based on what they plan to do. In the interests of expediency, any weapons just roll their damage die. So, a dagger would be a d4 and a greataxe would be a d12. Lower is better, so it is most likely that the dagger will go first. Taking quick actions would be a d4, using most items would be a d6. For spells, the highest tier of spells that the caster can use gets a d20, then you move down one die increment for every lower tier. For monsters, each monster race has its own initiative die and you can move them up or down die tiers based on wether they're meant to be stronger or weaker (for these purposes, spells work the same way they do for players). It's quick enough because most people fighting with weapons will already have their damage die on hand. For spell casters, its pretty easy to make a chart. You get used to it after awhile because it makes sense (quicker action = smaller die).
@SuperMohamedadil
@SuperMohamedadil 5 жыл бұрын
Totally agree with the description for the fluidity. As a GM, I will always remind what has happened before that turn like : "As the zombie tries to bite your throat and you push him away, you stab it on the head easily" I love it to think about the combat like that and not : "It tries to hit you. It miss. You try to hit it. You hit it." No there's a reason why it missed other than your AC was too high, and there's also a reason why you hit it, other than its AC was too low.
@paulcoy9060
@paulcoy9060 7 жыл бұрын
Get a deck of cards. Use only the cards equal to the players and the DM (optional +1 card for multiple types of monsters). So 4 players and a DM means a deck of Ace, 2,3,4,5. Everybody picks one card and they go from Ace first, then 2, etc. Optional reshuffle at the end of the round, or when all the Orcs are dead, but the Goblins are still on the battlefield. The player puts the cards in front of them so everyone can see who is first.
@klaghst
@klaghst 7 ай бұрын
I found this in Danimal Cannon's Lunaria album for some reason
@KanedaSyndrome
@KanedaSyndrome 7 жыл бұрын
Initiative doesn't have to be made complicated. Getting that action feel is up to the narrative skills of the DM.
@fantell
@fantell 7 жыл бұрын
just like to say, I used (and still use, when I play oldschool) weapon type vs armor type, and use all the initiative rules pretty much as written. The armor thing is easy, and I never saw the problem with that slowing things down - you simply list three numbers under your armor class (Bludgeoning/Piercing/Slashing) so that when you're asked what your piercing ac is, you have it right there. it isn't even slightly able to bog down the game. Initiative now, that really does slow things down if you are out of practice - if your group knows their stuff, its still pretty quick, but each player AND the GM needs to be on their game. I still roll Initiative every round though. makes for some really tense scenes when people are nearly dead/nearly caught/nearly rescued but there is still that will they get there quick enough to save em.
@stanleyhyde8529
@stanleyhyde8529 7 жыл бұрын
My dm's idea on dealing with this was allowing us an option to dodge, parry or to simply soak the damage in the even of a hit depending on the action of the player before the attack started. Even with a static enitiative changing that aspect of the battle added a nice kind of fluid motion to both combat and social interaction throughout the game
@VommoV
@VommoV 8 жыл бұрын
Great episode!
@justinbryan9969
@justinbryan9969 6 жыл бұрын
My Group has been trying something new. We write down our action and the dm will go through them in order or initiative. So in theory we all move within that 6 seconds. It was fun and new to learning it. so we dont step on each others toes.
@coryconley1
@coryconley1 8 жыл бұрын
I think the most dynamic combat rules wise I've seen is the Palladium system. You're action get split up throughout the round so it moves from one combatant to the next rapidly. It also has active defenses so you have to roll to see if you can dodge out of the way or roll back. Which means characters can move even when it's not their turn in the combat. Unfortunately the system as a whole is quite dense and way to rules heavy for modern games.
@mectrid6832
@mectrid6832 7 жыл бұрын
Initiative saves would be a cool concept. DC10 d20 at the end of your turn to see whether you retain or drop your initiative roll by 1 or 2d4, the first to see if you drop/gain initiative and then by how much. The first gives more of a battle fatigue style of initiative, whereas the second is a more reactive per round initiative. Splitting up the player turn could also solve the initiative problem, say instead of Action, Move, Bonus per turn you have an interchangeable Move and Action, with your bonus being applicable to either one. Then you have a round of proactive actions and then a round of reactive actions. The player can proactively attack a creature and then react to a party member falling unconscious and run over to them. Alternately a player can proactively move towards a creature and then react to the lack of an escape maneuver and make an attack. This lets the player have a set goal in mind for what they would do but also allows them to adjust their plan if something happens in the in between while also keeping the theme of, I move up to the goblin and attack it with my sword. It just has the dynamic of having the entire party running up together before all attacking as opposed to a 1 by 1 approach. Has some implications on combat too, friendly fire can be reduced for example.
@Nogcrist
@Nogcrist 8 жыл бұрын
Interesting discussion guys. Wow, I must have lost my initiative on noticing things. I just noticed that your new backdrop is made to look like the inside of a d20. Awesome! I can't believe I hadn't noticed it before. Must have lost my perception check. Great idea!
@jimdavis141
@jimdavis141 8 жыл бұрын
We conjure a djinn before each filming so that it can shrink us down small enough to fit inside Pru's very first d20. It's tough gathering all the gold needed to bribe a djinn, but soooo worth it.
@JPruinc
@JPruinc 8 жыл бұрын
+James Davis 'Honey, I shrunk the DM' Filming starts in two weeks.
@williamozier918
@williamozier918 4 жыл бұрын
Here's my favorite way to do Init: each PC, each important NPC, and each mook squad rolls. In reverse order everyone declares their action; this means higher Init can listen to what lower init are going to do and declare their actions accordingly. Then everyone rolls their results in order. It gets clunky but it allows a versatility and seeming 'fast' action in play.
@wuzzy41123
@wuzzy41123 7 жыл бұрын
I added a couple of feats I made into my campaign to allow for people to get higher initiative,, without having a crazy high Dexterity score. First off, I just have to state that in my campaign I have added many prerequisites to feats that weren't there prior. For example, the Alert feat has the prerequisite that you have to be proficient with the Perception skill. These are the two feats... 1. Spatial Awareness Prerequisite: Alert feat -You may take the Dodge action as a bonus action on your turn. -When you roll initiative, your initiative total can be no less than your passive perception. 2. Extreme Vigilance Prerequisite: Alert feat -The bonus to your initiative increases from +5 to your Perception bonus, with a minimum of 6. -You may add your Wisdom modifier, with a minimum of 1, to all Dexterity saving throws you make against effects that you can see, such as traps or spells. To gain this benefit, you can't be blinded, deafened or incapacitated. These are 2 of like 20 custom feats I've made for my campaign. I plan on making much more.
@tristanreesee4812
@tristanreesee4812 7 жыл бұрын
me and my friends made a mock initiative we call the d20 method. you roll a d20 and whatever it lands on is when your actions begins. after all initiatives are rolled you set the d20 on 20 and that persons action begins and each action made takes time (sword swings are 1, arrows are 2 and spells are based on time took to cast, ect.) as an action is made you roll the d20 downwards to 19, 18, so on and so forth so it makes it more... life like?
@harjutapa
@harjutapa 5 жыл бұрын
My system: Reroll initiative each round. Modifiers are all in the form of advantage or disadvantage: Advantage if: Your side sets a successful ambush You did damage or successfully cast a spell against an enemy AND was not damaged last round. You critted. Disadvantage if: Your side is ambushed (yes, getting ambushed pretty much guarantees your side is going last) You are damaged or a spell was successfully cast with you as a target AND you didn't do damage or successfully cast a spell against an enemy last round You were the target of a critical hit It sounds complicated, but after only a combat or two, it slid into place with the party and they've had a blast with it ever since.
@Darjaboo
@Darjaboo 5 жыл бұрын
I liked 3rd additions different types of armor class I always visualized it like a giant ogre with a tree stump as a weapon trying to hit an ac 22 wisp or fairy missing constantly because they are nimble and dodge vs the ac 22 knight with full plate and a shield who hes going to smash first hit.
@faland0069
@faland0069 5 жыл бұрын
why is this (and 3 other vids) in the lunaria album playlist?
@dickheiney7281
@dickheiney7281 8 жыл бұрын
you guys are badass. glad i'm subscribed
@JPruinc
@JPruinc 8 жыл бұрын
We're glad as well!
@shallendor
@shallendor 8 жыл бұрын
In the Pathfinder campaign i play in, we did roll initiative every round but a few games ago, he decided to reroll initiative every 5 rounds.
@bluelionsage99
@bluelionsage99 6 жыл бұрын
A combat that reaches 5 rounds? Very rare in my games unless I throw a ton of low level flunkies at the PCs in waves from cover and spread out.
@jeffunderwood209
@jeffunderwood209 7 жыл бұрын
What about using the primary class stat added to initiative? A wizard casting a spell has nothing do do with dexterity why not use for his or her roll?
@nuclearchezburgr3857
@nuclearchezburgr3857 3 жыл бұрын
I know this is 3 years after you wrote this, but this is a really good point. Its a shame though because War Magic and Chronurgy wizards already add Intelligence in addition to initiative, so the game probably won't expect a double down like that. Then again, there are combinations to get ridiculous initiative, especially if you have high stats across the board lol (Bard, Wizard, Ranger with Alert can get wacky with Dex + Wis + Int + 5 + Half PB as a flat bonus, and adding Weapon of Warning alongside the spell Gift of Alacrity if dunamancy is allowed... it probably isn't an issue)
@JimDickinson20
@JimDickinson20 7 жыл бұрын
I have found great results coming from using initiative that works like Fate and Cortex+ does. Fits into D&D just fine, and allows players to participate more in the flow of combat. :)
@dimitriapostolopoulos3662
@dimitriapostolopoulos3662 5 жыл бұрын
Had a quick little idea about a spell that buffs u up in an initiative order or an ally or debuffs an enemies initative
@pitwolf210
@pitwolf210 8 жыл бұрын
I normally have my players roll their initiative and I roll separate initiatives for for the different monster types I have. It's kind of generic but I like the chances of a couple of my players going then on my turn one of my monsters then one or two of them then a couple of my guys. Sometimes it ends up all of them then all of me, which I find less entertaining but that's how the dice roll. I do like the segments casting rule. It brought up tactics like covering the caster so he wasn't interrupted, back when I played 2ed. We haven't tried it this edition....... yet.
@fhuber7507
@fhuber7507 5 жыл бұрын
Split initiatives by portions of the party: We had the party get split into 4 different rooms. Each room had different stuff going on. DM ran separate initiative per room and resolved one room , then the next... etc... next round. No, we are not making it easy fr the DM.
@Prononano
@Prononano 7 жыл бұрын
I'll be honest, I've always thought Wizards fell into a Pit of Idiocy during the updates from 3.0 to 3.5 when it comes to initiative. You could use your action to move your initiative count to the top starting on the next round, essentially getting your bearings. It was a great trade off between "do I want to do something *now*, or do I try to take the advantage next round when the situation is different?"
@wuzzy41123
@wuzzy41123 7 жыл бұрын
I prefer the side initiative with the average party/enemy Initiative modifiers. It allows for more teamwork, at least from my experience.
@Drukzul
@Drukzul 8 жыл бұрын
The only real problem I see with all players deciding how they act, followed by all monsters acting, is that it increases the potential for one or two players to be nuked out of existence in a single round, or a monster being blown up before it gets an action. Sure, by rolling initiative these cases can occasionally crop up as well, but it would happen far less often.
@jimdavis141
@jimdavis141 8 жыл бұрын
That does happen in older editions of D&D, and it's one of the ways to limit spellcasting in combat. If a Magic-user declares they're casting a spell, say Sleep, but loses initiative, then they'd better hope no monster lands a hit as the spell will be lost. It's then up to the front-liners, Fighting Men, Retainers, etc, to protect their "artillery" from such an event. The advantage of declare actions then roll group initiative is that it's fast. When coupled with the simplicity of OD&D/BD&D combat, you can get through 10-12 fights in a session. Not that you would want to though...
@edwardnorth4124
@edwardnorth4124 8 жыл бұрын
I still play 2nd Edition and find the initiative system much easier to use then presented in this discussion and it never slowed down combat. I found 3rd, 3.5 and 4th edition caused combat to go much slower than the 2nd edition version of initiative. I employ a group initiative roll modified by the players individual modifiers (weapon, spell, etc.) and a group roll for the NPCs/monsters modified in the same manner. Additionally, I have player's declare actions prior to initiative being rolled and then performed in sequence.
@jimdavis141
@jimdavis141 8 жыл бұрын
I prefer group initiative as well as it definitely speeds up play.
@Raphaelus13
@Raphaelus13 8 жыл бұрын
+James Davis Is group initiative your current method? My DM starts with the highest initiative, and then asks them in which direction of the table to continue.
@jimdavis141
@jimdavis141 8 жыл бұрын
I use group initiative for monsters because it makes things easier on me as a DM. If we're playing OD&D, then I use group initiative for monsters and the party.
@bluelionsage99
@bluelionsage99 6 жыл бұрын
I find that my 5E players actually do a lot of movement. Move and attack, attack and move, move and move again, etc.
@user-dn5di4ol2l
@user-dn5di4ol2l 8 жыл бұрын
Adventure Quest makes combat more realistic and interactive, you can dodge, block and parry. You can fit it into D&D 5 Edition, all you have to do is to make a formula for generating number of actions, but again it was not made for 5ED s it might go broken on some cases.
@JFstriderXgaming
@JFstriderXgaming 7 жыл бұрын
You could always have people role several initiative rolls before the session starts, record them, and then when combat begins, simply select initiatives to expedite the combat process. I haven't yet used this method, but I'm DMing a group of 9 (ugh) 2 weeks from now and I'm going to try it because I want them to get through a 5 room dungeon in a reasonable amount of time. Also, most of them are new players and if they're all interested in continuing, I plan on splitting the group into two groups.
@lukeanator5619
@lukeanator5619 6 жыл бұрын
Anomaly I
@davidbabbitt1839
@davidbabbitt1839 6 жыл бұрын
Ya, you guys are smart, somewhat experienced and I can tell you definitely took the time to research your subjects. But, I can tell how you gloss over basic D&D core subjects and that you took a few rabbit holes and bought in what someone at Wizards was selling. From someone that is extremely old school from 1978 with teachings of GG and the rest back in the day thats a good as a compliment as you will ever get lol. I have more of a problem with some of your posters. geesh.
@Calisto9
@Calisto9 7 жыл бұрын
I typically give GM bonuses and penalties to initiative based on circumstance. if you are engaged take -x, +x if you didn't attack last turn, etc. It's in my head and I don't really tell the players. This is also using a round by round initiative system obviously.
@Eragon5055
@Eragon5055 7 жыл бұрын
Dungeon World basically throws out initiative as its a more narrative focused. Its a fantastic system, check it out :D
@lukegood8802
@lukegood8802 8 жыл бұрын
I'd love to see you guys discuss "High Level D&D" very rarely campains ever reach that point and i'd love to see and hear your experience and thoughts on late game 'Dungeons and Dragons'.
@jimdavis141
@jimdavis141 8 жыл бұрын
That's a great topic. Our evil game just reached 20th level, so high-level D&D has been on my mind lately. I think the epic boons in the DMG are a good starting point, and if I continue our campaign, I'd build off of them with some custom rules. Off the top of my head, I'm hesitant to increase the numerical values of a PC and instead might add in other abilities to reflect their growing power.
@Cruxad0
@Cruxad0 8 жыл бұрын
Well, in that regard maybe you guys can touch on XP mechanics and of course, add the invaluable perspective of in-game experiences... no pun intended. lol
@JPruinc
@JPruinc 8 жыл бұрын
+Joel Rodriguez Ramos (Joel Rodz) HEYOO!
@UnionJackstones
@UnionJackstones 7 жыл бұрын
2nd edition 10 sided intuitive was a beautiful thing.
@balancingactof
@balancingactof Жыл бұрын
Why is this in DC's album playlist
@mysticgise
@mysticgise 8 жыл бұрын
I'm trying out a house rule in my new campaign. Describing your attack more cinematicly gives the player +1 to their attack. Describing your parry, dodge, side-step, etc give plus 1 AC during the enemy's turn.
@JPruinc
@JPruinc 8 жыл бұрын
Encouraging description. I like it.
@jimdavis141
@jimdavis141 8 жыл бұрын
Have you played Exalted 1e/2e? It had a mechanic called "stunts" which rewarded players for vivid descriptions of their characters' actions. It certainly spiced up the game and got players excited about their actions.
@mysticgise
@mysticgise 8 жыл бұрын
It was the inspiration of the house rule. I'm actually calling it "Exalted Bonus" ;)
@JPruinc
@JPruinc 8 жыл бұрын
+Sophist Nice!
@sirderik
@sirderik 7 жыл бұрын
3:55 When I was just a boy and I wasn't insane Back before the world got inside of my heart! Before all the sickness almost tore me apart!
@Opaqu.e
@Opaqu.e 7 жыл бұрын
The 2e initiative rules are cumbersome, but even now if one character has a dagger and the other has a longsword I often give the initiative of the dagger wielder a small boost. Not so much to make it unfair, but enough to make light weapons viable and rewarding :)
@PapaBear_Gaming
@PapaBear_Gaming 7 жыл бұрын
They are viable due to not needing to double attribute, when you only go into dexterity with nothing into strength it is more valuable, and you lose nothing for playing a dexterity + finesse character, especially when your capless defense statistic is also based off the same stat as your to hit and your damage and your initiative. Dexterity/light weapons are already strong/too strong.
@jwilks1111
@jwilks1111 4 жыл бұрын
Although it makes combat take forever, Exalted 3e has an initiative system that makes for more cinematic combat.
@Alefiend
@Alefiend 7 жыл бұрын
What about lairs and legendary actions?
@delravinger2740
@delravinger2740 4 жыл бұрын
Can you do an episode on mundane weapons and properties?
@ellie8674
@ellie8674 8 жыл бұрын
Let's say I was doing the different form of Initiative where each player rolls to decide who acts when. And one of the PCs asked another PC to throw them. Would this go down on the 1st PC'S turn, or the 2nd?
@jimdavis141
@jimdavis141 8 жыл бұрын
In a game of 5e, I'd rule that the thrown PC has a readied action and can use their Reaction to act once the first PC throws them. In other editions, say 3e, I'd rule the act of being tossed resets their initiative.
@MrHollywood1717
@MrHollywood1717 7 жыл бұрын
I usually cut it into quarters. 2 highest players go first. Then a mob of small baddies. Then lowest two players go, then the big/special baddie. If PC initiative rolls suck extra hard Mob of small baddies goes first then highest 2 players... and so on
@k-mac9798
@k-mac9798 7 жыл бұрын
Hey Guys. Any opinions on Mike Mearls initiative variant? I would love to see someone talk about it. Thanks for all of your videos!
@Jaspertenpenny
@Jaspertenpenny 5 жыл бұрын
K- Mac I really want to try that version of initiative, it seems really awesome!
@adrianlyacon5809
@adrianlyacon5809 8 жыл бұрын
Is that a death-claw on the wall behind you guys?
@ironhaert911
@ironhaert911 8 жыл бұрын
It's a Tarrasque, basically where fallout got its idea for the Deathclaw. They're the same thing really, except I think the Tarrasque is much much bigger.
@thefracturedbutwhole5475
@thefracturedbutwhole5475 7 жыл бұрын
imagine a deathclaw 4-5 (depending on the world they can be godzilla size) stories tall so powerful it devours entire towns for a snack and some cultures incorporate them into their religious doctrine because of their legendary capacity for absolute destruction . . . you will beg for a death-claw once you face a tarasque
@DummyUrD
@DummyUrD 8 жыл бұрын
I personally will add cards in a set piece in the future :)
@SirBonsley
@SirBonsley 2 жыл бұрын
Who's this Pruitt guy? He seems pretty cool and handsome!
@mondasin
@mondasin 6 жыл бұрын
Bit over a year late to this, but I think Shadowruns initiative system would be fun for DnD. Everyone rolls their initiative like normal, and every pass the initiative score drops (10 per pass in shadowrun likely lower that to 8 for DnD) Once you hit 0 you no longer take turns, once everyone hits 0 you reroll the initiative. might fall apart a bit if you're fighting something that uses out of turn actions like legendary or lair actions but its an idea.
@the11382
@the11382 6 жыл бұрын
mondasin Wouldn’t that be terrible for those rolling low? What if you take the highest initiative and subtract the lowest initiative and use that as a number to subtract every round? If everyone rolls high, there wouldn’t be much rerolling while if you happen to roll low and others high, you would get to roll initiative very soon.
@TheCaptainstupendous
@TheCaptainstupendous 6 жыл бұрын
Rogue Swashbucklers get to add their Charisma modifier to their initiative.
@mind7719
@mind7719 7 жыл бұрын
Just a quick note. The alert feat adds +4 in initiative. I wish it was advantage lol.
@PapaBear_Gaming
@PapaBear_Gaming 7 жыл бұрын
Advantage on average adds 4
@Silentfear8666
@Silentfear8666 7 жыл бұрын
And it would take power away from the DM, or gives the DM more stuff to keep track of. like if 3 PC's clear a room, and 2 of them start too loot while the ranger with the Alert feet draws he's bow and watches the door. If enemy's come, the DM might give the ranger advantage on he's initiative roll. If the Alert feet had given advantage the DM would have needed to keep that in mind and given him a +4-5 initiative instead of just giving him advantage since advantage does not stack.
@blazingangel623
@blazingangel623 7 жыл бұрын
I think I might code an initiative calculator so I can quickly re-roll initiative every round after the first.
@MatthiasCorvinu
@MatthiasCorvinu 7 жыл бұрын
I'm pretty certain that initiative is considered a Dex check. Which means you can take proficiency in it. Just another way for you to improve it. A fighter's Remarkable Athlete would then affect it as well.
@thefracturedbutwhole5475
@thefracturedbutwhole5475 7 жыл бұрын
Initiative is a Dex check but it isn't a skill you can become proficient in, only the Fighter archetype 'Champion' ability 'remarkable athlete' and the Bards 'jack of all trades' can bump up your initiative but that is only half your proficiency bonus . . . and there is also the 'Alert' feat . . . besides them having a high Dex is all you can do to improve it
@MatthiasCorvinu
@MatthiasCorvinu 7 жыл бұрын
The Fractured But Whole I have since learned this fact. Thank for looking out though.
@jakepinkphloid
@jakepinkphloid 8 жыл бұрын
it seems wrong and wooden to me to have just two initiatives (good guys and bad guys). To me that seems more like you're playing a GAME. Whereas each hero having their own initiative makes combat seem more like a real fight. Fights are wild and chaotic and your friends aren't going to react at the exact same time you do every time. I would say giving all the hero's the same initiative gives them an unwarranted chance to cooperate and coordinate in the heat of battle. Coordination should come from either pre-planning and the hopes that nothing disrupts your plan. Or improvisation in the hopes that your friends can coordinate with you on the fly i.e. readying and delaying actions. It may take a little longer but if it's taking your group "too long" I have to say I think that's slow playing not slow mechanics.
@jakepinkphloid
@jakepinkphloid 8 жыл бұрын
idk. if you're playing with a large group two initiatives may very well be a better option.
@jimdavis141
@jimdavis141 8 жыл бұрын
In older editions of D&D, the party might be 4-5 PCs each with multiple retainers, followers, and mercenaries. In those situations group initiative makes the game go faster.
@jakepinkphloid
@jakepinkphloid 8 жыл бұрын
+James Davis that's not the case so much in 5e though is it? I guess it could be but it just seems like fixing something that isn't broken to me for the common 3-4 pc groups.
@jimdavis141
@jimdavis141 8 жыл бұрын
+ pink phloid while I prefer group initiative for big fights or very large groups, for 5e we use individual initiative for the PCs. As a DM I use group initiative for my monsters as it's easier to run that way.
@jakepinkphloid
@jakepinkphloid 8 жыл бұрын
+James Davis well yeah I'd say that's the standard. group initiative for the monsters and individual for the PCs
@loganator326
@loganator326 6 жыл бұрын
The only issue I have with rolling initiative each round is that I had two rogues who had the alert feat so they always went first because of it, kinda ruining the purpose of rolling initiative every round of combat
@igotsmeakabob
@igotsmeakabob 7 жыл бұрын
Our group is made up of players who've been going since 2e and 3e, and few people use combat descriptors (I parry the blade, or I stab him in the gut). I'm running at the moment, the only time I can wrestle a descriptor from them is with a killing blow, I'll ask "you kill him, what does that look like?" Any suggestions on how to change it up from just a number crunch combat?
@thefracturedbutwhole5475
@thefracturedbutwhole5475 7 жыл бұрын
maybe narrate and describe attacks against the PC's . . . "okay you just hit the orc twice, it snarls then roars at you while swinging its large jagged great-axe overhead and leaping into the air with near un-natural speed and ferocity and swinging its jagged great-axe downwards in an arc straight towards your face etc..." . . . you can't make people anything, but maybe lead by example if you are playing a master swordsman (as an example) and you get into a fight with a group of armed enemies you wouldn't just stand there going hit for hit you would go for weak spots and openings and narrating attacks can really help you personalise a character and give you a feeling of being an actual sword master . . . the same goes for armor it shouldn't be they hit you or just miss completely (unless you're a Monk) putting on armor doesn't make you faster, more agile and harder to hit, quite the opposite actually but it just takes more to actually hurt you, or narrate and/or describe a lethal blow against a player only to have them parry or block at the last second (going back to the sword master thing but you can pretty much replace them with any character)
@rockstonic52
@rockstonic52 8 жыл бұрын
do you adhere to the 5e surprise rules? I have an issue with the fact that 1 sniper hiding in a blind can cause his buddies in plain sight of the party to potentially "surprise" the party and get free hits. do you ever revert to surprise rounds?
@jimdavis141
@jimdavis141 8 жыл бұрын
We try to stick with 5e RAW for surprise, but I do find 3e's surprise round a better model for this sort of thing. In the example you mentioned, if the other PCs get in an ambush position like the sniper, they could act in the first round, but if not, and they're just standing around, I'd say they have to wait for the second round when everyone can act. They'd better hope they don't gain a reputation for always ambushing or the party's enemies will start bringing guard dogs and the like to sniff them out.
@Comicsluvr
@Comicsluvr 6 жыл бұрын
This is the FIRST video I've seen where the title said 'Initiative' and you started with 'Initiative, let's get to it!' Good show! State your topic, get to the bloody topic! Have a sub! Personally, I hate most of the Initiative systems because I find them clunky and (weird for a fantasy game) unrealistic. The guy with the huge sword can move before the person with a dagger? Possible but not very likely. I want a system where it's fast, fun and doesn't completely break immersion. I'm working on a system similar to 2nd ed with weapons and spells having a Speed attribute that serves as a basis for who goes first.
@Spartacus547
@Spartacus547 5 жыл бұрын
High initiative should be determined by position and area if there is cover it halps protect you but you lose advantage, if you have tactical position over the enemy you have advantage and first initiative no role needed just tactics in position
@theshadowcult
@theshadowcult 7 жыл бұрын
I put forth to one of my dms a system of passive initiative, so everyone, monsters included has 10 plus any bonuses, and then the dm rolls d6's for anyone he decides acted slower or faster as he's describing the encounter, or building our battlefield. EDIT: I'd limit descriptions of unarmed attacks, like the elbow to the face. Other wise, what's the point of the monk.
@sciphan
@sciphan 7 жыл бұрын
While I feel you should have both, Descriptive combat is not the same as Dynamic combat.
@tnuctaf3157
@tnuctaf3157 8 жыл бұрын
noice
@anubistv1154
@anubistv1154 6 жыл бұрын
What about this?: since everyone is doing their actions simultaneously every round, with initiative being just a split second difference, wouldn’t it make more sense for everyone to take turns declaring their actions before rolling, and then you go back and roll the results? This way, nobody can just stand there and decide what they want to do as if they are watching the results of everyone else’s moves
@stormy7722
@stormy7722 7 жыл бұрын
Letting the PC's decide who goes when it's the party's turn is prone to massive AP (analysis paralysis) issues, imo.
@thefracturedbutwhole5475
@thefracturedbutwhole5475 7 жыл бұрын
that . . . and the fact when a fight breaks out you simply don't have any time to work out who is going to do what with who not to mention when and how it happens . . . even with surprise a party has about 10 seconds (5-6 without surprise) in which to come up with a plan, if they want to 'synergise' all their abilities together to be more effective that is fine but you can't work that shit out right when a fight happens
@Arisorio
@Arisorio 7 жыл бұрын
When exactly should initiative be rolled in 5e? For Example, all Heroes are in hiding and one decides to shoot at a goblin. 1 Attack goes first, then initiative. 2 Initiative goes first, Goblins before the Shooter don't know they are being attacked and just sit around. 3 Initiative is rolled normally but Shooter doesn't roll and just goes first.
@toughsteak2279
@toughsteak2279 7 жыл бұрын
In this example, the way that our table would play it out is as follows: - All heroes are hiding, one shoots the goblin. - "Surprise attack round" where the shooter has advantage on the hit. - Afterwards the Shooter, the goblin, and anyone who wishes to fight would then roll into initiative, those who wouldn't would remain hidden and move around at the end of the order. When they choose to attack, they would then roll into the already set initiative order.
@patrickhahn9251
@patrickhahn9251 8 жыл бұрын
Someone brought a tarasque to the party
@JPruinc
@JPruinc 8 жыл бұрын
You noticed. Stick around and maybe we'll chat about it.
@aleahduke2262
@aleahduke2262 7 жыл бұрын
try a cinematic combat system
@DarkinQusitor
@DarkinQusitor 7 жыл бұрын
Hackmaster 5ed rpg, has the best combat system, of all the D&D clones. it uses a second system, instead of rounds.
@shaynicholson8779
@shaynicholson8779 8 жыл бұрын
nice stuff boys can you say hi to shay please
@JPruinc
@JPruinc 8 жыл бұрын
Hi Shay!
@morganjones4281
@morganjones4281 6 жыл бұрын
I tend to run smaller groups, so I just let people go in the order they speak. I'd rather start with the person who already knows what action they're going to take and how they're going to narrate it then some random person who might still be deciding what they even want to do.
@si2foo
@si2foo 7 жыл бұрын
the problem with the player vs dm roll system you first talk about is that this round is suppost to all happen in 6 seconds coming up with a fully fledged fight plan would be impossible focusing fire on one guy yeah thats possible to say and do but you saying okay you hold monster then ill go wack him with my big ass sword then the wizard willl blast him in the face while the arch pics of those running at us that couldn't happen that should have happened prior to the fight
@pedrobastos8132
@pedrobastos8132 8 жыл бұрын
Dungeon World doesn't have initiave at all. In terms of combat a PC doesn't roll to just hit the enemy, it rolls to hit it without getting hit back, in other words, if the PC fails his attack roll it means he failed to hit his opponent and this same opponent gets to hit the PC back. This kind of mechanic makes combat as fast and fluid as those great fight scenes we see in the movies while it also solves problems with action economy.
@jimdavis141
@jimdavis141 8 жыл бұрын
I really like that. Does it work the same way for monsters/NPCs?
@pedrobastos8132
@pedrobastos8132 8 жыл бұрын
The thing is, monsters are kinda like obstacles, there's no "battle mode" when the pacing changes. Let's say you have a fighter and a thief and they both wanna jump over a chasm, both of them would have to roll to see if they succed, just like most RPGs. Now let's say that those two PCs are now fighting a giant. On D&D we would roll iniative so lets just say that everyone rolls and we get Thief > Fighter > Giant. The thief would stab the Giant, then the fighter would try to slash it and finally the Giant would try to hit one of the two players right? In Dungeon World there's no "monster's turn", the GM would just ask "what do you guys do?". Let's say that both of them would want to attack the Giant, each one of them would make a test just like the jumping over a chasm example, so they're both exposed to the same danger, maybe the fighter succeds and rolls his damage and the thief fails and gets hit or maybe both get hit or maybe both hit the Giant and get away before it attacks back. In other words the monsters only deal damage when the players miss their attacks (or when the player does something dumb, like running towards 10 goblins shooting arrows at him/her without raising his/her shield). It may sound a bit gimmicky but it works amazingly well when GMed right.
@pedrobastos8132
@pedrobastos8132 8 жыл бұрын
James Davis There's also the idea of partial success. Depending on how well you roll, you can succeed just like you wanted, but you can also get success with some complications. When fighting, a complete success would mean the player dealing his damage without being hit, a failure would mean missing and getting hit, and a partial success is when both the player and the monster get hit. In the jumping over a chasm example, maybe a partial success would be the player making the jump but he would lose his potions (it fell from the backpack during the jump or whatever).
@felixbrunschede6823
@felixbrunschede6823 7 жыл бұрын
*instinctively rolls a D20* huh. 14+Dex.
@derbistheeternal2947
@derbistheeternal2947 8 жыл бұрын
LEET
@kikedragoon
@kikedragoon 8 жыл бұрын
The background has spinned a bit.
@jctxcboy36
@jctxcboy36 Жыл бұрын
Sorry but I prefer AD&D style of initiative over all. It was simple if you had all of the speed factors listed on the character sheet. In my opinion, some players have gotten a little lazy when having to do these simple calculations. I have some house rules for 5e but working on speeding up combat but do like the complexity of AD&D vs to more modern systems.
@doctorlolchicken7478
@doctorlolchicken7478 6 жыл бұрын
I don’t particularly like the d&d 5e initiative system, although when playing with miniatures and a grid it makes sense. I often use what is now called Theatre of the Mind for combat in 5e. Initiative is decided by the DM. I describe the scene and players say what they intend to do. Then initiative is rolled, but who acts first depends a lot on what people are doing, so the initiative score becomes more of a tiebreaker. After the first round, the fight continues naturally based on what people choose to do - the initiative sequence is not fixed. In particular, people who successfully hit gain initiative and people who miss or take damage lose initiative. There is no bookkeeping other than making sure everyone gets a turn. This is not as hard as it sounds and I’ve never had a problem or complaint with it. Note that this method tends to favor longer reach and lighter armor. Wizards and clerics tend to lose out because casting a spell is generally slow, although I let sorcerers and bards act faster.
@amuzzy
@amuzzy 8 жыл бұрын
If you want to make fights more cinematic, you need to use a more cinematic system: i.e. Savage Worlds, Fate or Fung Shui. D&D combat is, at its core, a historical tabletop wargame using miniatures. See Chainmail. You can try to put lipstick on a pig, but it won't make you or the pig very happy.
@steveclarkreborn
@steveclarkreborn 5 жыл бұрын
As a new player, I honestly thought this was a "what you need to know" video. Maybe be a bit more descriptive in your titles?
@golvic1436
@golvic1436 6 жыл бұрын
The reason things don’t feel dynamic is because the DM is not using narrative in combat. Especially in 5E, it is a game that revolves around storytelling. Try beginning and ending every turn with narrative description on what is going on from the point of view of the character that turn.
@ccswelding1599
@ccswelding1599 8 жыл бұрын
whats a "Buttwunroll"? ; )
@ZamboinElite
@ZamboinElite 8 жыл бұрын
Gotta be honest because constructive criticism and such. This episode was very loose and unfocused and not all that interesting. I was hoping for more concrete suggestions rather than just talking about old systems and using modified ones that you admitted were flawed and tedious. The production is great as always, you both are charismatic, the prose was pedestrian.
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