I've been doing this for about six months now: instead of a static initiative order determined at the beginning of combat, I have everyone declare what they will try to do and then roll initiative to see the outcome as it develops.
I only set opposing initiative rolls when any two or more characters could intersect in the course of action; for example, these two players and the goblin here roll against each other, while the other player and two other goblins over there do so as well.
What I love about it is risk and reward. You can roll high and run out of the way of someone else's swing and completely avoid it because it's already been declared--or you could run behind a wall to avoid being shot by an arrow (sometimes I will allow a perception check for someone to change targets in time, but not change the action entirely).
It's resulted in some very realistic and unexpected, but enjoyable outcomes.
It also keeps people who happen to roll low from having to wait around for their turn; every round is a new chance to win big and be able to run up to an enemy and bash them before they can cast the spell (or cast the spell and run before they can bash you).
On the downside, it is a lot--LOT--of rolling and can be a huge pain to keep track of everything.
Has anyone else tried anything like this? How did it go? Any thoughts for adapting it or ways to perhaps manage it easier?
I've actually been doing almost the opposite recently - just not rolling initiative for the player characters at all!
Instead the players take turns around the table. Clockwise on the first fight, counter-clockwise on the next fight and so forth. I roll for the monster(s) and determine where their effective place is around the table.
The reason for this is because the games are one-shots running inside a specific time window, so I want to make the most of that time as possible. Most of the players are often inexperienced at tabletop roleplay games also, so I want to limit the amount of rules used.
Fewer dice rolls and no need to reference to an initiative order to see what happens definitely saves some time and I have also found also allows me to blend investigation and roleplay more smoothly into combat, rather than the "ok friends, everyone roll for initiative" that usually signals moving into combat rounds.
I've found an interesting side effect - players tend to prepare better for their turn being about to happen, as the person seated next to them is taking their turn.
This said, I have also dispensed with a number of other rules for these one-shots, especially where extensive dice-rolling might be necessary. Don't get me wrong - dice rolling and the success or fail associated with that can be a lot of fun and is to be encouraged, but where it's less important to the success of the story, I've just dropped the dice rolls to keep the story flowing.
I've been doing this for about six months now: instead of a static initiative order determined at the beginning of combat, I have everyone declare what they will try to do and then roll initiative to see the outcome as it develops.
I only set opposing initiative rolls when any two or more characters could intersect in the course of action; for example, these two players and the goblin here roll against each other, while the other player and two other goblins over there do so as well.
What I love about it is risk and reward. You can roll high and run out of the way of someone else's swing and completely avoid it because it's already been declared--or you could run behind a wall to avoid being shot by an arrow (sometimes I will allow a perception check for someone to change targets in time, but not change the action entirely).
It's resulted in some very realistic and unexpected, but enjoyable outcomes.
It also keeps people who happen to roll low from having to wait around for their turn; every round is a new chance to win big and be able to run up to an enemy and bash them before they can cast the spell (or cast the spell and run before they can bash you).
On the downside, it is a lot--LOT--of rolling and can be a huge pain to keep track of everything.
Has anyone else tried anything like this? How did it go? Any thoughts for adapting it or ways to perhaps manage it easier?
I've actually been doing almost the opposite recently - just not rolling initiative for the player characters at all!
Instead the players take turns around the table. Clockwise on the first fight, counter-clockwise on the next fight and so forth. I roll for the monster(s) and determine where their effective place is around the table.
The reason for this is because the games are one-shots running inside a specific time window, so I want to make the most of that time as possible. Most of the players are often inexperienced at tabletop roleplay games also, so I want to limit the amount of rules used.
Fewer dice rolls and no need to reference to an initiative order to see what happens definitely saves some time and I have also found also allows me to blend investigation and roleplay more smoothly into combat, rather than the "ok friends, everyone roll for initiative" that usually signals moving into combat rounds.
I've found an interesting side effect - players tend to prepare better for their turn being about to happen, as the person seated next to them is taking their turn.
This said, I have also dispensed with a number of other rules for these one-shots, especially where extensive dice-rolling might be necessary. Don't get me wrong - dice rolling and the success or fail associated with that can be a lot of fun and is to be encouraged, but where it's less important to the success of the story, I've just dropped the dice rolls to keep the story flowing.
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There is a variant in the DMG thats basically this. Its called the Speed variant.