This is part of an ongoing series of posts about Initiative (mostly in Dungeons and Dragons, but most of this can be used in any TTRPG). I have a massive PDF I planned to sell, but I’ve decided to post it all here for free. I chose this next type of initiative by roiling a die.
This version will possibly slow you down every round, and if you hate re-rolling every round, just go to another page on the internet! Or, read it, and see if anything sparks an idea.
I’m fairly sure I would NOT use this in a fight against only one enemy.
All the Dice Pool Rules
In this system, each combatant starts with a d4. d6, d8, d12 and d20 in front of them.
Order of turns is lowest to highest.
Actors may only use each die once in a battle, until they have used all five.
In round six, they put all but the d4 in front of them and repeat the process. In the unlikely event a combat goes 11 rounds, remove the d6 and repeat the process, etc.
Each round, players pick one of the dice to use. Obviously, using a smaller die will result in going first MOST of the time. To combat (hahahaha) this, using smaller dice has drawbacks or penalties (or prices if you choose from an option).
The Drawbacks of Smaller Dice
Admittedly, you can change this table however you want. The PDF I have is filled with ideas that were never playtested. This entire system is one of those. Feel free to make some changes, I’ll list some options below.
Die | Drawback for Non-Spell Actions (what happens if you aren’t casting a spell) |
---|---|
d4 | Disadvantage (or -5) on the first attack the player makes in the round, -2 to any additional attacks. The player must choose their highest remaining die in the next round. |
d6 | -2 to all attacks the player makes in the round The player must choose their highest remaining die in the next round. |
d8 | -1 to all attacks the player makes in the round |
d12 | -1 to the first attack the player makes in the round |
d20 | No penalty |
Die | Drawback for Spell Actions (what happens if you Are casting a spell) |
---|---|
d4 | Spells with saves: creatures have advantage on saving throws Spells with no saves: the caster suffers -2 to their AC for the entire round The player must choose their highest remaining die in the next round |
d6 | Spells with saves: creatures have advantage on saving throws Spells with no save: the caster suffers -1 to their AC for the entire round The player must choose their highest remaining die in the next round |
d8 | The caster has -2 to AC for the first attack against them this round, The player must choose d12 or d20 for the next round if they are available |
d12 | The caster has -1 to AC for the first attack against them this round |
d20 | No penalty |
Options for the Pool
Option: No Modifiers
Don’t use any modifiers to the dice. No Dexterity, nothing. This is 100% the recommended option, but if you want to complicate things, keep reading. Actually, I’d use the next option for sure.
Option: Monsters Use Only 1 Die
Have monsters us a d8 or d12, and monsters get no penalties. I highly recommend this. Highly. Or, you know, just intersperse them or give them a number from 6-12 or so….
Option: Use Modifiers, and replace the D20
Ok, since we want lowest score first, we have to subtract the Dexterity modifier. That MIGHT result in negative numbers (almost certainly). One way to avoid this is to roll the dice you chose, then add 10, then subtract the Dexterity modifier. So, if you roll a 2 on your d6, add 10, subtract your modifier of 4, and end up with an 8 for your score.
Option: Never Remove a die
You could let players never remove a die. They’ll likely try to go early, so you may want to make the penalties more harsh.
Option: D20 Never Leaves the Pool
Players can always choose the D20, and it never leaves the pool.
Option: Less Dice
Maybe just use the d8, 12, and 20? That way there are less penalties and other things to track. I’d never remove a die under this system.
Option: Don’t Roll
Instead of rolling, players choose to go on 4, 6, 8, 12, or 20. Use the penalties. Then decide if dice leave the pool or not.
Options For Penalties (or “Prices”)
The idea with the penalties is to somewhat balance the players going early (or, likely going early). I think you can come up with a lot more ideas if you want!
Penalties:
Lower AC for the player.
Advantage on attacks against the player.
Disadvantage on attacks by the player. (or saves, or other checks)
Advantage on attacks against the player.
Prices:
Maybe the player has to use hit points to use a lower die? This is in intriguing idea…..
The player can use a spell slot or inspiration or other feature that has limited use to use lower die.
Tracking Turns
I’d likely have the player move the die from in front of them to track who has gone.
Why You Might or Might Not Like These
You might like these if you want to give players the option to go earlier or later at the start of an encounter. If your players and you enjoy more tactics/strategy.
You might not like these if you fear this will slow things down, or don’t like to change initiative every round.