SavAce
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For whatever reason I've been thinking about Initiative rules in RPGs lately and wondered what other people thought. I don't have 1 way of doing initiative that I universally prefer, but there are thoughts...
1. D&D 5e: All PCs have individual initiative based on a Dex modified d20 roll (possibly modified by a Feat or Class Feature). Initiative stays the same throughout the conflict. High initiative goes 1st, and you declare your action and perform it all on your turn with only a couple exceptions (Every character gets up to one "Reaction" per round, a small set of things they can do when it is not their turn. A character can "Ready" an action on their turn, allowing them to set conditions where they can do their on turn action as their reaction instead).
Thoughts: This is what I consider a pretty normal initiative system. It doesn't really do anything for me, but it gets the job done. I think its main advantage is that it is pretty quick. I do prefer it to identical initiative systems that have players roll initiative every round. While having initiative fixed for the whole conflict makes that part of the conflict predictable, I don't think the gain of having initiative more unpredictable outweighs the disadvantage of adding an extra step to every round in this system. The fact that initiative is rolled on a d20 does make the character's influence on the roll less significant than if you were to roll a smaller sized die (such as the d6 rolled by basic Dungeons & Dragons, for example.)
2. Street Fighter (White Wolf): All characters choose maneuvers in secret that have a fixed speed (usually determined by a character's Dexterity, modified by the specific maneuver, though that fixed speed can be modified by a maneuver being in a combo, or lower due to being knocked down the previous round, etc.). All characters announce their Speed. Characters with higher Speed may choose to go immediately, or wait for a character of lower speed to go 1st, with the possibility of interrupting them at any point along the way. The actual name of the maneuver being performed only need be named after the movement has been done. Characters choose new maneuvers each round.
Thoughts: I love Street Fighter, and this initiative system usually works just fine, though it gets more complicated to keep track of as more participants are involved in a conflict and interrupts start flying everywhere. On the positive side, it creates a tactical feel unlike any I have seen in other initiative systems. You learn to guess what maneuver may be coming based on announced speed. You try to get slower, heavier landing moves to hit by placing them in combos and/or after blocks where they can be faster. Perhaps you have a couple maneuvers that go off on the same Speed (initiative count), and can turn the situation into a guessing game for your opponent, etc. It is interesting in being an initiative system that is not random.
3. DC Heroes: All characters roll 1d10 and add it to their Initiative score, which is the sum of their 3 "Action" attributes (Dexterity, Intelligence, Influence), possibly modified by powers (such as Super Speed), Advantages (such as Lightning Reflexes) or Skills (such as Martial Arts). Once initiative is determined, actions are declared, starting with the lowest initiative going to the highest. Then, actions are resolved starting with the highest initiative going to the lowest. Hero Points may be spent to increase a character's initiative on a 1 to 1 basis. Initiative is rolled each round.
Thoughts: This initiative system grants a pretty solid advantage to those with higher initiative than some other systems do because those with higher initiative know the intent of those lower in the initiative count before they have to announce and execute their actions. The fact that initiative is determined freshly each round, and that declaration of actions is a separate phase from resolution of actions does slow it all down a bit. There is something I like about the separate declaration & execution phases, though, as opposed to a system like D&D 5e that relies on characters holding their action in some way to interrupt people below them in the initiative order. Somewhat unrelated, I just love Hero Points in this game, and you can feel free to blow some if you need Initiative that bad...
4. Dungeons & Dragons (B/X): There is a turn structure for exploration. In the course of exploration the characters may encounter creatures (mutually noticing each other, or one side or the other being surprised/unaware). The party may decide to fight, talk, evade, or wait. Assuming no surprise and a desire to fight, each side of a conflict rolls 1d6, the side the side that rolls highest gets to act first. Initiative is rolled every round. Ties are either resolved simultaneously or are rolled off. (There are optional rules for "pair combat" where initiative is determined per character, 1d6 plus Dexterity Modifier, with the same situation in the case of ties.) During a side's turn, they resolve their actions in the following order: Morale checks, Movement, Missile Fire, Magic Spells, Melee.
Thoughts: I'm a big fan of the classic 10 minute turn structure in old D&D and also how it relates to combat. Seeing as the default rules have no modifiers to initiative, it is quick to resolve from that perspective, even if it is rolled each round. At least it is only rolled per side and not for every individual participant. One thing I like about side-based initiative versus individual initiative is that players tend to face each round more as a team. They form up, determine the play and run it. The order of phases in a round seems to lead to smoother play than if everyone on a side just went when they wanted regardless of what they were doing, if anything just because it removes the decision point. If there is anything bad about this initiative system, maybe it is just that it is completely random in determining order. There is a kind of coolness to the possibility of simultaneous rounds that could possibly lead to both sides completely taking each other out, however. Not many systems I can think of where that can happen.
5. Marvel Super Heroes: The GM decides what he would like his characters to do, taking notes if necessary. The Players decide and announce what each of their characters would like to do. The GM announces what his characters plan to do. Each side rolls 1d10, modified by the highest Intuition value on each team. After initiative is determined, pre-action rolls may be done (for example, for those attempting to change their action after initiative is determined, or they are rolling to determine the effect of defensive actions, rolling to see if they are able to perform multiple attacks if declared, etc.) Then the side that has won initiative may resolve its actions in any order it pleases (holding action and interrupting later if desired), followed by the losing side performing their actions.
Thoughts: Like older Dungeons & Dragons, this is a side-based initiative system. It feels quite a bit different though, as everyone announces all of what they are doing before initiative is rolled. The way characters can chose to take defensive actions, or roll to attempt multiple actions and so on all combine to make it feel less regimented than older D&D, and a bit more individual. Something about an initiative system where you must declare action separate from the execution of an action (which this system shares with DC Heroes) has an appeal to me because it means you can choose poorly and it feels like a tactical consideration that systems that don't separate declaration and execution lack. I like my RPG combat to feel tactical most of the time (unless I'm full on story gaming, in which case I want it to do that, not some bland thing that does neither). This system is OK, though the pre-action rolls phase is a little odd and takes remembering for me. That pre-action roll phase does add some fun opportunities for gambling though, with the multiple actions or defensive stuff. Stress filled gambling is another feeling I like in an RPG combat.
6. Apocalypse World 2nd Edition: Initiative is determined by the story. If someone says they do something, they have seized the initiative and done it. All characters should get turns as makes sense in the fiction.
Thoughts: I think this can work well for the purpose of telling stories. If players are all cool and aiming for an honest read of the fictional situation this kind of "well, things happen as they make sense" system can feel much more natural and less "game" than other systems. It's actually the "initiative system" most games use for the bulk of activity that occurs in them outside of combat. Basically, the advantage is the natural flow that can happen with a group, but the disadvantage is that in a contentious situation it can devolve into GM fiat. If you're looking for a game where combat is a tactical game within the game, this doesn't serve that desire so well.
Anyways, I could go on further, for example the system in Riddle of Steel is a different take, I'd have to take a dive looking for different takes in others. Do you have any preferences in your Initiative systems, or do you just want any ol' way to decide who goes 1st that is easy? Any games you think do something interesting with the idea (whether you are fond of them or not)?
1. D&D 5e: All PCs have individual initiative based on a Dex modified d20 roll (possibly modified by a Feat or Class Feature). Initiative stays the same throughout the conflict. High initiative goes 1st, and you declare your action and perform it all on your turn with only a couple exceptions (Every character gets up to one "Reaction" per round, a small set of things they can do when it is not their turn. A character can "Ready" an action on their turn, allowing them to set conditions where they can do their on turn action as their reaction instead).
Thoughts: This is what I consider a pretty normal initiative system. It doesn't really do anything for me, but it gets the job done. I think its main advantage is that it is pretty quick. I do prefer it to identical initiative systems that have players roll initiative every round. While having initiative fixed for the whole conflict makes that part of the conflict predictable, I don't think the gain of having initiative more unpredictable outweighs the disadvantage of adding an extra step to every round in this system. The fact that initiative is rolled on a d20 does make the character's influence on the roll less significant than if you were to roll a smaller sized die (such as the d6 rolled by basic Dungeons & Dragons, for example.)
2. Street Fighter (White Wolf): All characters choose maneuvers in secret that have a fixed speed (usually determined by a character's Dexterity, modified by the specific maneuver, though that fixed speed can be modified by a maneuver being in a combo, or lower due to being knocked down the previous round, etc.). All characters announce their Speed. Characters with higher Speed may choose to go immediately, or wait for a character of lower speed to go 1st, with the possibility of interrupting them at any point along the way. The actual name of the maneuver being performed only need be named after the movement has been done. Characters choose new maneuvers each round.
Thoughts: I love Street Fighter, and this initiative system usually works just fine, though it gets more complicated to keep track of as more participants are involved in a conflict and interrupts start flying everywhere. On the positive side, it creates a tactical feel unlike any I have seen in other initiative systems. You learn to guess what maneuver may be coming based on announced speed. You try to get slower, heavier landing moves to hit by placing them in combos and/or after blocks where they can be faster. Perhaps you have a couple maneuvers that go off on the same Speed (initiative count), and can turn the situation into a guessing game for your opponent, etc. It is interesting in being an initiative system that is not random.
3. DC Heroes: All characters roll 1d10 and add it to their Initiative score, which is the sum of their 3 "Action" attributes (Dexterity, Intelligence, Influence), possibly modified by powers (such as Super Speed), Advantages (such as Lightning Reflexes) or Skills (such as Martial Arts). Once initiative is determined, actions are declared, starting with the lowest initiative going to the highest. Then, actions are resolved starting with the highest initiative going to the lowest. Hero Points may be spent to increase a character's initiative on a 1 to 1 basis. Initiative is rolled each round.
Thoughts: This initiative system grants a pretty solid advantage to those with higher initiative than some other systems do because those with higher initiative know the intent of those lower in the initiative count before they have to announce and execute their actions. The fact that initiative is determined freshly each round, and that declaration of actions is a separate phase from resolution of actions does slow it all down a bit. There is something I like about the separate declaration & execution phases, though, as opposed to a system like D&D 5e that relies on characters holding their action in some way to interrupt people below them in the initiative order. Somewhat unrelated, I just love Hero Points in this game, and you can feel free to blow some if you need Initiative that bad...
4. Dungeons & Dragons (B/X): There is a turn structure for exploration. In the course of exploration the characters may encounter creatures (mutually noticing each other, or one side or the other being surprised/unaware). The party may decide to fight, talk, evade, or wait. Assuming no surprise and a desire to fight, each side of a conflict rolls 1d6, the side the side that rolls highest gets to act first. Initiative is rolled every round. Ties are either resolved simultaneously or are rolled off. (There are optional rules for "pair combat" where initiative is determined per character, 1d6 plus Dexterity Modifier, with the same situation in the case of ties.) During a side's turn, they resolve their actions in the following order: Morale checks, Movement, Missile Fire, Magic Spells, Melee.
Thoughts: I'm a big fan of the classic 10 minute turn structure in old D&D and also how it relates to combat. Seeing as the default rules have no modifiers to initiative, it is quick to resolve from that perspective, even if it is rolled each round. At least it is only rolled per side and not for every individual participant. One thing I like about side-based initiative versus individual initiative is that players tend to face each round more as a team. They form up, determine the play and run it. The order of phases in a round seems to lead to smoother play than if everyone on a side just went when they wanted regardless of what they were doing, if anything just because it removes the decision point. If there is anything bad about this initiative system, maybe it is just that it is completely random in determining order. There is a kind of coolness to the possibility of simultaneous rounds that could possibly lead to both sides completely taking each other out, however. Not many systems I can think of where that can happen.
5. Marvel Super Heroes: The GM decides what he would like his characters to do, taking notes if necessary. The Players decide and announce what each of their characters would like to do. The GM announces what his characters plan to do. Each side rolls 1d10, modified by the highest Intuition value on each team. After initiative is determined, pre-action rolls may be done (for example, for those attempting to change their action after initiative is determined, or they are rolling to determine the effect of defensive actions, rolling to see if they are able to perform multiple attacks if declared, etc.) Then the side that has won initiative may resolve its actions in any order it pleases (holding action and interrupting later if desired), followed by the losing side performing their actions.
Thoughts: Like older Dungeons & Dragons, this is a side-based initiative system. It feels quite a bit different though, as everyone announces all of what they are doing before initiative is rolled. The way characters can chose to take defensive actions, or roll to attempt multiple actions and so on all combine to make it feel less regimented than older D&D, and a bit more individual. Something about an initiative system where you must declare action separate from the execution of an action (which this system shares with DC Heroes) has an appeal to me because it means you can choose poorly and it feels like a tactical consideration that systems that don't separate declaration and execution lack. I like my RPG combat to feel tactical most of the time (unless I'm full on story gaming, in which case I want it to do that, not some bland thing that does neither). This system is OK, though the pre-action rolls phase is a little odd and takes remembering for me. That pre-action roll phase does add some fun opportunities for gambling though, with the multiple actions or defensive stuff. Stress filled gambling is another feeling I like in an RPG combat.
6. Apocalypse World 2nd Edition: Initiative is determined by the story. If someone says they do something, they have seized the initiative and done it. All characters should get turns as makes sense in the fiction.
Thoughts: I think this can work well for the purpose of telling stories. If players are all cool and aiming for an honest read of the fictional situation this kind of "well, things happen as they make sense" system can feel much more natural and less "game" than other systems. It's actually the "initiative system" most games use for the bulk of activity that occurs in them outside of combat. Basically, the advantage is the natural flow that can happen with a group, but the disadvantage is that in a contentious situation it can devolve into GM fiat. If you're looking for a game where combat is a tactical game within the game, this doesn't serve that desire so well.
Anyways, I could go on further, for example the system in Riddle of Steel is a different take, I'd have to take a dive looking for different takes in others. Do you have any preferences in your Initiative systems, or do you just want any ol' way to decide who goes 1st that is easy? Any games you think do something interesting with the idea (whether you are fond of them or not)?