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RYD date created : 2024-07-11T15:37:58.518061Z
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Top Comments of this video!! :3
My concern lies in players who want to control everyone else's actions in combat. A system I have tried that I enjoy for larger games is the Bunkers and Badasses initiative which is "Before Bad Guys, Bad Guys, After Bad guys" anyone who rolls higher than the bad guys initiative goes first in any order they want, and then those lower go after. It allows a chance of massive cool power stacking, but doesnt break the game with 1 giant wave of damage before you can do anything in either direction.
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I got introduced to this idea from Professor Dungeon Master over on DungeonCraft. His method is brilliant--there's a player turn and a monster turn, but they roll for initiative every turn. If the monsters roll low one turn then high the next turn, they get two turns back to back. It's beautifully simple, keeps players engaged, and the tide of battle can hinge on that one roll.
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You have to be careful. Not just Any table can run without Initiative. It is a powerful tool at separating the spotlight and making sure everyone talks. Some people will intentionally talk less with this and some will intentionally talk more.
Just as a warning to newer or up and coming dms with rowdy tables. This doesn't work for everyone but is a good option if you have the right group for it. I even run a Rolling Initiative during Dungeon Exploration. It helps split up the focus and let's players have a chance to look at their options before someone else interjects with their idea
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I actually did this when I was running a ADnD (2nd edition) game for 8, 8-10 years when I was 13 to avoid having everyone roll for initiative. Everyone declares their action in a circle, then roll their attacks and damage and I narrate the outcome of everyone's actions in one go. I also spent each session focusing on a different character to spotlight them and it always felt fresh. Most focused and cohesive game I ever ran despite the player count, those kids were all in.
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As a DM, if you plan on using this, be careful. It tends to make both sides of combat much more deadly, so while players can likely kill more enemies than normal, the enemies can also kill players far more easily. You may have to purposefully play the enemies a bit dumber if you don't want to constantly reroll the casters.
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Cool. Now the enemies will also be able to pull off all their combo moves as well. Not to mention it completely negates the upsides of several subclasses who get to add something else to their initiative and hamstrings the alert feat, barbs with advantage on initiative, monsters with stupid high dex, and situations in which the party is split. It also makes positioning in combat almost impossible to do right as you can’t get a read what a monster or pc is going to do in a future turn.
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There are a few reasons I dont do this in my game. 1. Would slow down combat even more as everybody would talk at the same time. 2. The introverts in my group would never get room to strategize and be left out by the loud extroverts 3. Would be way to chaotic as I like having time to think befire I am up. 4. Stess, as it would be very stressful for me to keep track of all the rolls and damage that are all happening at the same time from 6 players.
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If you still want to keep the mechanics that affect initiative, (dex, twilight cleric, etc.) A good compromise is to just set a single "initiative DC" for the monsters. The players can shuffle thier turns around as long as there are no enemy turns between the people shuffling. If you're running a LOT of enemies, have a section of them (probably the "minions,") automatically go after anyone who failed the initiative DC at init "0."
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@DnDShorts
10 months ago
Shorts don't allow links anymore but google "Group Initiative Reddit" if you want to find the source and full breakdown of this idea to use in games!
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