Fort & Key

Battle of Varna

(Jan Matejko, Public domain, via Wikimedia Commons)

How to Immediately Improve Your D&D Combat

Original Link

Over the course of time, there have been many different systems used for initiative in RPGs. They all boil down to a system to determine who goes first in a fight. I want to talk about how we can become better Game Masters, and initiative is a foundational aspect of our games. Exploring what works and why will help us become the best we can be.

In modern RPGs, such as D&D 5e, initiative is really simple. It essentially breaks down like this: Every combatant in the fight has a score. Turns in combat are taken in descending order from the highest score. In order to determine that score, every combatant rolls a D20 and adds their dexterity modifier. This individual-based system is primarily good for ensuring that there is some flexibility in the order of attacks. It makes it so it’s possible for enemies to break up the player’s turns, to force them to have to think. There are legitimate downsides to this, though.

Primarily, this system is annoying to keep track of. Let’s picture a relatively average low-level encounter. There are 4 PCs, 4 goblins, an orc and 2 wolves in battle. Usually, you're able to group the monsters together by type for initiative. The wolves, goblins, and the orc all have different initiative scores, but you’re not rolling for each. Even factoring that in, though, you then have seven numbers to keep track of. Incidentally, this is just at the limit of individual pieces of information, such as numbers, that your brain can keep in your short-term memory at once. One more number, stat, or fact to keep track of, and you’re going to forget something. You can’t just keep this in memory. While you can (and should, if using this method) write it down, that just takes up more time.

I think it’s reasonable to compare a Referee in RPGs to a computer. They both have to handle and process information in the background, away from the sight of the players. Dice rolls, encounter checks, even damage rolls, if you’re playing B/X or OD&D. We have to manage a lot of information that the players just don’t. The simple fact of the matter is: our mental hardware isn’t nearly as substantial as pretty much computer’s throughout history. And because transhumanist upgrades don’t exist yet, we have to understand our limits.

Everyone rolls initiative, you take down their scores, then you write them down, then you reorder them so you have a running list of battle order. It’s not only slow, but also mentally taxing. It would be nice if you didn’t have to deal with that. All of this is on top of everything you as the Referee have to accomplish. You have to run the enemies, make rulings, handle environmental factors. It would be much faster and easier if knowing the order of combat immediately. This is why I advocate for Side-Based Initiative.

As the main procedure for B/X, side-based is even more simple than its modern incarnation. You roll 1d6 for all the players, and all the enemies, preferably of different colors or some distinction. Whoever has the higher number goes first, ties mean either you reroll or everyone goes at once (Meaning lethal damage on both sides would kill both people, kinda like Magic: the Gathering.). From there, you can just go clockwise around the table to determine who acts before another. The specific system itself is different, and varies, a topic for another day, but the players all pretty much act together.

The primary benefit of individual-based initiative is about tactics and randomness, however I believe side-based initiative to be better at accomplishing this. Without getting into the weeds about the differences between turn order and initiative in classic games and modern ones, the initiative system in old games is much more swingy. Initiative is rerolled every round, meaning you very well could get curb-stomped by goblins before you get to do everything. That obviously doesn’t happen every time, but it’s always a possibility. This system levels the playing fields a bit, making it so that whoever has the highest dexterity doesn’t automatically go first. It doesn’t make for engaging or interesting fights if everything plays out the same.

It seems simple, but at the end of the day, I prefer this system for its simplicity. You don’t have to fiddle around with it, everything is quick, and easy. It takes but a second to know who goes first. You get into combat, and you fight, simple as that. Instead of “Roll Initiative, then bookkeeping, fight” you’re right into the action, cracking skulls. But I personally believe there’s a further advantage to this system, beyond its simplicity.

However, on the player’s side, they get an opportunity to strategize. It promotes working as a team over working as an individual. You can easily take note of every character’s action, and what they’re going to do for the turn. “I’m going to throw this oil flask, then John can immediately run up and cast Sleep on the orcs.” With turns broken up, it makes it more difficult to keep a general plan in mind, as you have your plans broken up by enemies dealing damage, casting spells, and manipulating the environment. Side-based initiative makes it easier to keep a high-level strategy in mind, and also being able to see the best course of action to adapt to the enemies’ last turn.

It does this, while still keeping the combat from being rote. Things can go wrong very quickly in this system, keeping the combat difficult. It forces the players to think on your toes, and resolve fights as soon as possible. Sure, you can spend your turn casting mage armor, but the enemies get a bevy of attacks immediately after. This is contrasted with individual-based initiative, usually ends up with a slow drain on resources, whereupon you might not realize the extent of how screwed you are until it's too late. Above everything, the reason I prefer side-based initiative, is how it makes for shorter, quicker and snappier fights.

I think it’s worth trying out the side-based style for your next session. Next time the party runs into a slightly cantankerous raccoon, have you and the players each roll a d6. When it’s the players’ turn, have everyone go around the table clockwise and declare their turn, which happens simultaneously. It’s a remarkably simple system, and you may find it to be much more enjoyable and thrilling than usual.

References 1. Combat Sequence Rules, courtesy of the Old School Essentials SRD

This blog is, and always will be, 100% human generated.

#DMing #DnD