The Initiative discourse is doing the rounds on Twitter again, but rather than chime in with a thread, I opted for something a little more permanent. Still, this will be a quick one!
Let's get the obvious
out of the way: individual initiative feels like what @SprintingOwl aptly named dice
clog. Side-based initiative, meanwhile, tends to sacrifice some
tactical depth for speed. Popcorn initiative, while cool, can be easily
abused. All of this has been discussed to death, but what about
solutions?
Personally, I'm fond of what I've taken to calling Momentum Initiative. It's pretty simple:
• At the start of each round, roll a d6 to determine which side gets to act first (1-3, it's the PCs, 4-6, it's the enemies)."Wait a sec, V.V.", you might be thinking, "that's just a mix of popcorn and side-based initiative!". And hell, you'd be right... that is, if it wasn't for The Twist™ below!
• If the player characters got the first round, they get to pick which PC will act first. If not, the Referee picks an enemy to act first.
• Whoever got to act first will then pick who goes next, regardless of side — a PC could pass the torch to another PC or to an enemy, and vice-versa.
• All enemies start the combat with a number of Momentum charges equal to their HD.
• Momentum charges can be spent to 1. act immediately, 2. inflict Disadvantage to an attack roll, 3. activate powerful abilities*, or 4. take an extra action at the end of the round.
• Enemies regain charges when 1. they get a critical, 2. they kill a character, 3. they succeed in a morale check, and 4. when they are attacked by multiple PCs in succession. Only a single charge can be recovered each round, no matter how many times this is triggered. Enemies can never have a higher number of charges than their HD.
The addition of Momentum is meant to prevent the players from abusing popcorn initiative and turning it into just another version of side-based initiative. In my experience, this actually gives them an incentive to avoid ganging up on a single enemy, lest they fill them with Momentum charges.
Now, one might argue that
these Momentum charges are yet another thing for the Referee to track,
and while that is indeed true, the tactical depth they add to combat can
be worth the extra bookkeeping. Besides, if you're already tracking HP, this shouldn't be such an increase in cognitive load, anyway.
* I'm very fond of making a d6
list of possible actions an enemy might take in combat, which usually
includes lower odds for activating specific abilities than for attacking
or doing some weird, enemy-specific shit. Momentum allows enemies to spend charges to
trigger these abilities whenever they want, though, bypassing the bad odds.
If you're not using anything even remotely similar to this, please
ignore that option!
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