Original D&D Discussion
« Initiative is a dirty word »

Welcome Guest. Please Login or Register.
May 20, 2013, 12:58pm




Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: Men & Magic (1974) :: Initiative is a dirty word
« Page 2 of 3 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]
 AuthorTopic: Initiative is a dirty word (Read 1,797 times)
dwayanu
Level 8 Warlock
****
member is offline





Joined: Sept 2007
Gender: Male
Posts: 942
Karma: 27
 Re: Initiative is a dirty word
« Reply #15 on Jun 12, 2008, 11:34am »

I think tank's second paragraph refers to rules from the man-to-man appendix, but my memory of Chainmail is not so good.

Such detail is rather at odds with the abstract nature of the combat turn in D&D, but "out of sight is out of mind." The incongruity tends to rear its head in AD&D with all the trimmings, so perhaps one lesson is to keep things simple.

Special cases may call for special rulings, but considering every factor all the time can be a drag (YMMV).

It's an aid to player-character survival to have a chance of doing unto others without letting them return the favor. Dead orcs don't strike back.

That tends to be a bigger deal at lower levels. When folks have 20+ hit points, "simultaneous moves" may be preferable as speeding up the process. At that level, combat may come down to, "How many points do I lose this round?"

Although it may seem odd given the time frame -- especially if one is not in tune with the abstract concepts -- I generally find it best to limit combatants to a single activity per turn. One can move or fight or target a missile or cast a spell or use an item or do something else (such as get something from a pack).
Link to Post - Back to Top  IP: Logged
ffilz
Level 7 Enchanter
****
member is offline





Joined: Jun 2007
Gender: Male
Posts: 505
Karma: 15
 Re: Initiative is a dirty word
« Reply #16 on Jun 12, 2008, 11:56am »

I always used simultaneous initiative for D&D. I'm not even sure I used surprise all that much. D&D 3.x's initiative system definitely slows things down, I like being able to go round the table in order. Of course old school D&D had initiative for sides, so you could still go round the table in order for the players.

With simultaneous initiative, I will often resolve monster attacks as we go round the table.

Frank
Link to Post - Back to Top  IP: Logged
edsan
Level 5 Thaumaturgist
***
member is offline

[avatar]

MUTANT LORD


[homepage]

Joined: Jan 2008
Gender: Male
Posts: 309
Location: The Mighty City of Jakalla
Karma: 5
 Re: Initiative is a dirty word
« Reply #17 on Jun 12, 2008, 1:57pm »

I'm the heretic here.

My EPT group uses playing cards for intitiative. We flat out stole the Savage Worlds initiative system.

We did it because it's the easiest way IMHO, of knowing who goes first, who's already acted (turned cards) and who has had the chance to act but is withholding his action fo rsome reason (tapped card).

It is also totally random and independent of character stats and abilities, but we like it that way.

Oh, yeah. The best thing about it: there are NEVER any initiative ties.
Link to Post - Back to Top  IP: Logged

Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/

"Nothing truly glorious is attained through moderation." - the Bednalljan Epics

Zulgyan
Level 9 Sorcerer
*****
member is offline

[avatar]

Lord of Ultraculture


[homepage]

Joined: Oct 2007
Gender: Male
Posts: 1,224
Location: Argentina
Karma: 51
 Re: Initiative is a dirty word
« Reply #18 on Jun 12, 2008, 2:01pm »

I see no problem with that method and cards could also have some random boons or penalties like: "You slip with a bone, you fall down this round" or "Feeling brave tonight, +2 attack rolls", "Pelor is by your side, heal 1d6+1". For a change, looks quite fun.

« Last Edit: Jun 12, 2008, 2:01pm by Zulgyan »Link to Post - Back to Top  IP: Logged

edsan
Level 5 Thaumaturgist
***
member is offline

[avatar]

MUTANT LORD


[homepage]

Joined: Jan 2008
Gender: Male
Posts: 309
Location: The Mighty City of Jakalla
Karma: 5
 Re: Initiative is a dirty word
« Reply #19 on Jun 12, 2008, 3:12pm »

Jokers grant +2 to hit and an extra die of damage. Everyone wants them. ;D
Link to Post - Back to Top  IP: Logged

Occasional gaming rants and geeky opinions: Mutant Foursome - http://jakalla.blogspot.com/

"Nothing truly glorious is attained through moderation." - the Bednalljan Epics

coffee
Level 10 Necromancer
*****
member is offline

[avatar]

Education is fun!


[homepage]

Joined: Jul 2007
Gender: Male
Posts: 2,503
Karma: 57
 Re: Initiative is a dirty word
« Reply #20 on Jun 12, 2008, 3:18pm »

I just use the old "each side roll a d6, high roll wins" method I remember from AD&D.

I grew to really hate individual initiative in my last 3.5 game. It took forever (but part of that was one of the players...)
Link to Post - Back to Top  IP: Logged

Dieter the Deathless, anger-fueled fighting machine.
dwayanu
Level 8 Warlock
****
member is offline





Joined: Sept 2007
Gender: Male
Posts: 942
Karma: 27
 Re: Initiative is a dirty word
« Reply #21 on Jun 12, 2008, 4:28pm »

Real MenTM use the plucking-chest-hairs method.
Link to Post - Back to Top  IP: Logged
coffee
Level 10 Necromancer
*****
member is offline

[avatar]

Education is fun!


[homepage]

Joined: Jul 2007
Gender: Male
Posts: 2,503
Karma: 57
 Re: Initiative is a dirty word
« Reply #22 on Jun 12, 2008, 4:58pm »


Jun 12, 2008, 4:28pm, dwayanu wrote:
Real MenTM use the plucking-chest-hairs method.


Nah, I'm cool.

I don't have a dog, and I wouldn't let him eat my dice.
Link to Post - Back to Top  IP: Logged

Dieter the Deathless, anger-fueled fighting machine.
Random
Level 7 Enchanter
****
member is offline

[avatar]



Joined: Jun 2008
Gender: Male
Posts: 537
Karma: 14
 Re: Initiative is a dirty word
« Reply #23 on Jun 14, 2008, 7:44pm »


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.


That sounds like a good idea. It makes for rolling around the table nice and easy. I like it.

One thing though, is that there might be a lot of simultaneous killing in the low-levels.

How about just saying that an even roll (for the PC) for attack indicates that that attack happens first, and an odd roll indicates it happens last.

So, a PC battling a couple of orcs swings his sword (rolls a 17), he hits, but only if the orcs don't do him in first. Had he rolled an 18, he could have blasted at least one of them before maybe dying to the other.

[Edit] It also cuts a die roll for initiative by using one you rolled anyways.

Greetings, by the way.
« Last Edit: Jun 14, 2008, 9:19pm by Random »Link to Post - Back to Top  IP: Logged
Stormcrow
Level 5 Thaumaturgist
***
member is offline



[msn]
[homepage]

Joined: Jun 2007
Gender: Male
Posts: 215
Location: Greenlawn, NY
Karma: 4
 Re: Initiative is a dirty word
« Reply #24 on Jul 1, 2008, 11:51am »


Nov 23, 2007, 4:32pm, Finarvyn wrote:
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?


Ugh. I find nothing squelches the excitement of D&D combat faster than doing that kind of countdown. "Bueller? ... Bueller?"
Link to Post - Back to Top  IP: Logged
dwayanu
Level 8 Warlock
****
member is offline





Joined: Sept 2007
Gender: Male
Posts: 942
Karma: 27
 Re: Initiative is a dirty word
« Reply #25 on Jul 1, 2008, 12:08pm »

At least ditch the multiple rolls, IMO.

For a long time, I used Dexterity order a la Holmes (and a lot of other folks).

Don't screw with the excitement of uncertainty only to bring it back in a form that requires more work.
« Last Edit: Jul 1, 2008, 12:10pm by dwayanu »Link to Post - Back to Top  IP: Logged
badger2305
Level 7 Enchanter
****
member is offline




[homepage]

Joined: Dec 2007
Gender: Male
Posts: 669
Karma: 35
 Re: Initiative is a dirty word
« Reply #26 on Jul 11, 2008, 9:10am »

My experience has been different than Stormcrow's; in most of the early campaigns I played in, we all rolled individual initiative on a d6, with a Dex modifier, if I recall correctly. And it went fast, mostly because players knew that combat had to keep moving. Sometimes getting the initiative would save a character's life, and even the arguments about who did what when were worthwhile, if only for trying to explain what was happening in the round. Sure, there were frustrating moments, but the pace was independent of the actual rolling - things moved along because that was what the players and referee wanted.
Link to Post - Back to Top  IP: Logged

My gaming blog: The Sandbox of Doom
wulfgar
Level 4 Theurgist
**
member is offline

[avatar]



Joined: Dec 2007
Posts: 126
Location: Pennsylvania
Karma: 2
 Re: Initiative is a dirty word
« Reply #27 on Jul 11, 2008, 9:51am »


Quote:
My EPT group uses playing cards for intitiative. We flat out stole the Savage Worlds initiative system.

Oh, yeah. The best thing about it: there are NEVER any initiative ties.


How does the no ties work? What if two people both get dealt a Jack? Or do you reduce the deck to one suit of cards?
Link to Post - Back to Top  IP: Logged
coffee
Level 10 Necromancer
*****
member is offline

[avatar]

Education is fun!


[homepage]

Joined: Jul 2007
Gender: Male
Posts: 2,503
Karma: 57
 Re: Initiative is a dirty word
« Reply #28 on Jul 11, 2008, 10:03am »


Jul 11, 2008, 9:10am, badger2305 wrote:
And it went fast, mostly because players knew that combat had to keep moving.


That's the key, right there, no matter what system you use.

If the players have no sense of urgency, things will go slower than anything.
Link to Post - Back to Top  IP: Logged

Dieter the Deathless, anger-fueled fighting machine.
ffilz
Level 7 Enchanter
****
member is offline





Joined: Jun 2007
Gender: Male
Posts: 505
Karma: 15
 Re: Initiative is a dirty word
« Reply #29 on Jul 11, 2008, 12:52pm »

A deck of cards has an assigned order of importance of the suits. For example in bridge the suits rank downward in the order Spades, Hearts, Diamonds, Clubs (I'm not sure if this same ranking also applies to poker).

Frank
Link to Post - Back to Top  IP: Logged
« Page 2 of 3 » Jump to page   Go    [Search This Thread] [Share Topic] [Print]

Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!
Terms of Service | Privacy Policy | Notice | FTC Disclosure | Report Abuse | Mobile