Post by Dungeon Master on Jun 26, 2007 0:14:45 GMT -5
Initiative
The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another.
Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s).
There are also two optional methods that can be used to determine initiative. Each of these optional methods breaks the group action down into more individual initiatives. However, the general method of determining initiative remains the same in all cases.
Standard Initiative Procedure
To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative.
If both (or all) sides roll the same number for initiative, everything happens simultaneously--all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a wizard to be slain by goblins who collapse from his sleep spell at the end of the round.
Initiative Modifiers
Situational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.
Table 55:
Standard Modifiers to Initiative
Specific Situation Modifier
Hasted -2
Slowed +2
On higher ground -1
Set to receive a charge -2
Wading or slippery footing +2
Wading in deep water +4
Foreign environment* +6
Hindered (tangled, climbing, held) +3
Waiting (see p. 112) +1
*This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free action, for example).
Everyone in the party who will be involved in the round's action must qualify for the modifier. For example, all members of a party must be on higher ground than the opposition in order to get the higher ground modifier. The DM will probably ask each player where his character is standing in order to clarify this.
The side with the lowest modified roll on 1d10 has the initiative and acts first.
The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another.
Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s).
There are also two optional methods that can be used to determine initiative. Each of these optional methods breaks the group action down into more individual initiatives. However, the general method of determining initiative remains the same in all cases.
Standard Initiative Procedure
To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative.
If both (or all) sides roll the same number for initiative, everything happens simultaneously--all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a wizard to be slain by goblins who collapse from his sleep spell at the end of the round.
Initiative Modifiers
Situational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.
Table 55:
Standard Modifiers to Initiative
Specific Situation Modifier
Hasted -2
Slowed +2
On higher ground -1
Set to receive a charge -2
Wading or slippery footing +2
Wading in deep water +4
Foreign environment* +6
Hindered (tangled, climbing, held) +3
Waiting (see p. 112) +1
*This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free action, for example).
Everyone in the party who will be involved in the round's action must qualify for the modifier. For example, all members of a party must be on higher ground than the opposition in order to get the higher ground modifier. The DM will probably ask each player where his character is standing in order to clarify this.
The side with the lowest modified roll on 1d10 has the initiative and acts first.