Initiative
Initiative wrote:"If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."
Unless it's against a
major opponent (as determined by the DM), the
PCs will be assumed to win all ties.
- (Note: The optional roll-off may be called for break any ties against any aforementioned major opponent.)
---
Update: (Revised: Tuesday, February 19, 2019)
I've been thinking of implementing a bit of a twist for a while now, and think I might implement it now, before things really get going.
Here's where I got the idea: Running Villains.
- There won't be any changes to weaker opponents (e.g. kobolds, goblins; maybe loosely defined as anything CR 1/2 (or 1) or under?), or PCs. Both groups will continue to follow the normal initiative procedure.
- The change I am implementing surrounds "significant" monsters (e.g. the "big boss," or even a lesser leader presiding over a group of weakling minions). The only difference is, these "major" opponents will randomly determine their initiative at the beginning of each of their turns.
- Instead of rolling once and being fixed in the same initiative slot at the start of an encounter, "significant" opponents will re-roll and re-slot at the beginning of each of their turns. I think this can introduce a bit of surprise or tension, and unpredictability... which is good.
If this experimentation is a failure, or causing too many problems, I will certainly be willing to revoke it and go back to normal, but it is something I've been meaning to add for a while now and want to see how it works.