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4 months ago  ::  Jan 26, 2013 - 1:01PM #11
DevoDog
Date Joined: Jun 21, 2008
Posts: 660
Using #1 as the option isn't really fair to the players. The CA that a Rogue would gain against the targets who haven't yet acted is completely nullified, for example.
You're not giving the players a fair chance to act to those enemies.
I use #3.  
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4 months ago  ::  Jan 28, 2013 - 10:24AM #12
mvincent
Date Joined: Jun 15, 2004
Posts: 8,290

Jan 25, 2013 -- 8:12AM, SwampDog wrote:

when the new mobs join the field, do you have them stop to make their initiative roll immediately upon entering the edge of the battle area, or might you place them closer to the action?


Unless the scenario is written otherwise, I assume that monsters only move on their own initiative. This means that monsters would normally only enter a battlefield on their own initiative.

Whether they still have an action left after their movement is up to the DM (and should depend on how far they had to move to get to the battle).

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4 months ago  ::  Jan 28, 2013 - 4:31PM #13
Krusk
Date Joined: Nov 30, 2005
Posts: 4,927

I have all groups of enemies I expect to participate in an encounter roll init at the same time. I don't ever announce monster init to the players, but they generally figure it out after a round of combat. 


For monsters that arrive late to an encouter, they arrive on their init count and either end their turn or take some action (depending on the situation). Next round they get a full turn on their init count. 

5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas.
http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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4 months ago  ::  Jan 30, 2013 - 8:16PM #14
Vortex66
Date Joined: Jan 30, 2013
Posts: 7
I'm getting ready to start a new campaign and am thinking of implementing as a house rule that initiative is re-rolled every round.  For larger battles, I would just work the new arrivals into whatever group they belong to, or start a new one if that isn't applicable.
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4 months ago  ::  Jan 30, 2013 - 8:41PM #15
jplay36
Date Joined: Jan 16, 2013
Posts: 116
@Vortex66:  If you want to do that then that's your decision, however you need to be aware that it will really slow down combat.  I don't know how many players you have but if I assume 4 players and then throw in your monster group(s) you're looking at adding a decent amount of time just from that.

I know it only takes like 10-15 seconds each time for everyone to roll and then figure out who goes when, but if each combat encounter takes more than a few rounds each then time will really add up.  It gets even worse with a larger group and the more monster group(s) you add in.  Overall this may not seem like a lot of time, but depending on which edition you're playing can also be a big factor.  I play 3.5e and combat there can be slow.  I haven't had much experience with 4e but I've heard many people say that combat goes pretty darn slow in that edition as well.  So adding more things that can eat up time during combat encounters just makes it worse.

Now I'm not saying that what you're proposing won't work for your group, I just think that it would be an extra step that isn't really needed.
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4 months ago  ::  Jan 31, 2013 - 9:27AM #16
Baphogoat
Date Joined: Oct 23, 2008
Posts: 633

Jan 30, 2013 -- 8:16PM, Vortex66 wrote:

I'm getting ready to start a new campaign and am thinking of implementing as a house rule that initiative is re-rolled every round.  For larger battles, I would just work the new arrivals into whatever group they belong to, or start a new one if that isn't applicable.




The other issue you will see with this is having monsters take two turns before a player gets to take actions, this can lead to some pretty bad situations (of course it may work out that the PCs act multiple times before the monsters, but this is not nearly as bad as the moster getting consecutive turns)

"The great epochs of our life come when we gain the courage to rechristen our evil as what is best in us." - Friedrich Nietzsche
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