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Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: Men & Magic (1974) :: Initiative is a dirty word
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makofan
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 Initiative is a dirty word
« Thread Started on Nov 23, 2007, 1:38pm »

The word "initiative" appears nowhere in any of the three books. Do we make up our own combat sequence and rules of who strikes first?
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 Re: Initiative is a dirty word
« Reply #1 on Nov 23, 2007, 1:59pm »

Are such rules even necessary? One could simply opt to judge each situation on its own merits. The goblins have suprise so they go first, but the goblin archers do not have arrows drawn and readied, so perhaps the thief with dagger in hand can throw his blade before the enemy arrow fire...

Heck, I've played plenty of games, including D&D, where I dropped all the fancy initiative rules and turn orders and such and simply went 'round the table like any ordinary boardgame. Worked just fine.
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 Re: Initiative is a dirty word
« Reply #2 on Nov 23, 2007, 2:08pm »

Historically, I think that was one of the things one was meant to borrow from Chainmail. AD&D and later Basic editions more or less did that.

Doing it your own way, though, is certainly in the spirit of the game! Holmes Basic used Dexterity. I've played (and run) games in which actions were considered simultaneous (with mutual kills thus possible).

In general, I've come to find a side A / side B sequence (high roll goes first) easiest.
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 Re: Initiative is a dirty word
« Reply #3 on Nov 23, 2007, 3:22pm »

I like jrients' idea. I tend to game that way anyway - we talk about things and then make rulings based on our stated actions and the current situation
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 Re: Initiative is a dirty word
« Reply #4 on Nov 23, 2007, 4:02pm »

Depending on the particular game, I use the "fast and loose DM judgment" approach or towards a Chainmail/Swords & Spells derived combat sequence.
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 Re: Initiative is a dirty word
« Reply #5 on Nov 23, 2007, 4:32pm »

I just let each player roll a d12 and add their DEX modifier. I roll once for all of the monsters. Then I count down ... anybody got a 12? 11? 10? Everybody gets to act on their turn, or they can defer to a lower number later on in the same round.

I tried having everyone declare actions low-to-high and then act high-to-low, but it seemed like too much of a bother.
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 Re: Initiative is a dirty word
« Reply #6 on Nov 23, 2007, 5:43pm »

I'm planning on having everyone declare their actions and then roll 1d6 for the players and 1d6 for the monsters. Whoever wins goes first. Thus Magic-Users have a chance of their spell being lost. Also, ties are simultaneous, so you can never have absolute knowledge of what's going to happen.

Also, I can remember my own early playing days where the party lost initiative on one round and got it on the next, and so got two actions in a row. Those were fun (and saved my bacon on a few occasions!)

The important thing to remember, no matter how you do it, is that it's a game and it should be fun. Not a chore.
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 Re: Initiative is a dirty word
« Reply #7 on Nov 24, 2007, 11:59am »


Quote:
Are such rules even necessary? One could simply opt to judge each situation on its own merits. The goblins have suprise so they go first, but the goblin archers do not have arrows drawn and readied, so perhaps the thief with dagger in hand can throw his blade before the enemy arrow fire...

Heck, I've played plenty of games, including D&D, where I dropped all the fancy initiative rules and turn orders and such and simply went 'round the table like any ordinary boardgame. Worked just fine.


I really like this approach. I recall when I was younger and my stepdad was DMing AD&D and then Classic for me and the family (he had played the original game) he handled initiative like this: you just make the judgment call based on the situation, with the benefit of the doubt usually going to the party.
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 Re: Initiative is a dirty word
« Reply #8 on Nov 25, 2007, 1:49pm »


Quote:

Quote:
Are such rules even necessary? One could simply opt to judge each situation on its own merits. The goblins have suprise so they go first, but the goblin archers do not have arrows drawn and readied, so perhaps the thief with dagger in hand can throw his blade before the enemy arrow fire...

Heck, I've played plenty of games, including D&D, where I dropped all the fancy initiative rules and turn orders and such and simply went 'round the table like any ordinary boardgame. Worked just fine.


I really like this approach. I recall when I was younger and my stepdad was DMing AD&D and then Classic for me and the family (he had played the original game) he handled initiative like this: you just make the judgment call based on the situation, with the benefit of the doubt usually going to the party.


I do it this way; however, if you have initiative you keep initiative - the party or the monster(s) unless there is a big difference in the quickness. In some situations even if you surprise the monster(s) you will only have initiative for the first round or in other the monster(s) will only have initiative for the first round.
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 Re: Initiative is a dirty word
« Reply #9 on Nov 25, 2007, 5:35pm »

I used initiative rolls for a long time, but now I'm more simplistic (thanks, guys!! :)); Now I determine initiative by Dexterity score (highest goes first); for adversaries & monsters, I just assign them a score pre-game (I now have "average" scores for most creatures written, so that gives me back a lot of time in terms of pre-game prep).
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 Re: Initiative is a dirty word
« Reply #10 on Nov 25, 2007, 6:56pm »

I was just re-reading Men and Magic. It mentions that Dexterity is used for who can get a spell off faster, etc.

So I was thinking something like this:
Situation dictates everything
Ceterus Paribus, higher DEX acts first
In combat, longer weapon strikes first
Monster DEX = move in inches (a monster with 12" move has 12 DEX)
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 Re: Initiative is a dirty word
« Reply #11 on Jun 11, 2008, 6:24pm »

I'm still using the combat sequence I linked to, up-thread (although more and more often, I'm using the simplified version). However, here's another method that appeals to me (stolen from here):

Each side rolls 1d6, with the lowest roll going first.
Spells take effect at die roll + spell level*
Ties are simultaneous**

* Referees would need to make any exceptions known to the players, of course.

** Ties could also be resolved by highest Dex, or by weapon, if the referee wanted to assign or import ratings.
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 Re: Initiative is a dirty word
« Reply #12 on Jun 11, 2008, 7:00pm »

Here is another idea. Except for surprise, all combat is rolled as if initiative is tied in later editions, that is all rolls are done in some kind of insignificant order, (players first, round the table, DM first, etc.) and the results are applied at the end of the round after all combatants have gone.

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 Re: Initiative is a dirty word
« Reply #13 on Jun 11, 2008, 7:03pm »


Jun 11, 2008, 7:00pm, WSmith wrote:
Here is another idea. Except for surprise, all combat is rolled as if initiative is tied in later editions, that is all rolls are done in some kind of insignificant order, (players first, round the table, DM first, etc.) and the results are applied at the end of the round after all combatants have gone.



This is how we used to do it. Everything resolved simultaneously, unless there was surprise.
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 Re: Initiative is a dirty word
« Reply #14 on Jun 12, 2008, 7:20am »

My understanding of the Chainmail initiative system is this:

Both sides roll a die for initiative, with the high roll moving and firing missile weapons first. The side the rolls high may also elect to allow the other side to move first. After both sides have acted, magical spells are cast and melees are resolved. Morale rolls are made during the missile, spell-casting, or melee portion of the combat round, as required. Morale is checked as each third of a group is killed (or something to that effect). Then the initiative roll is repeated.

When melee is first joined, the attack from the character with the longer weapon is resolved first (if it's two size categories larger or so). In subsequent rounds, the attack from the shorter weapon is resolved first. If the weapons are of roughly the same length, the attacker may strike first. A character on significantly higher ground (castle wall, table, mounted) may always attack first.
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