Best INITIATIVE Method for D&D COMBAT

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Hi, I’m Bob :) this is where we learn how  to have more fun playing D&D together,   and wayyyyy back I made THIS rash  statement about speeding up combat...  But now I’m older, wiser, my hair is longer, and  I’ve really put those “tricks” to the test...   and I gotta say, I was WRONG! Well, not about  the dice rolling part-- I’m still convinced   that unless you have a BIG, brand new group,  all playing high level paladins, then rolling   attack and damage together literally only saves  you one minute for every half hour of combat. So yeah, I was wrong in saying that dropping  initiative altogether or using alternative   initiative methods cannot speed up your combat  in Dungeons & Dragons, because I have now tried   a bunch of methods, and I’m pretty sure I’ve  whittled down initiative to a simple technique   that is easy to remember, easy to use, and  easy to adjust for different sizes of groups!   So I’m going to walk through the best and worst  parts of the most popular ways to run initiative   then share my solution with a couple tweaks  so you can find what works best for you! The goal of initiative is to keep track of  turn order, just like any board game. We   only use initiative in combat because most  of the roleplaying in D&D doesn’t involve   that many rules. Combat is where the bulk of D&D’s  actual mechanics come into play, so initiative is   designed to maintain order, lest your combat be  controlled by the loudest, fastest-talking player!   Furthermore, initiative order is important  because many spell effects and conditions   end “at the start” or “at the end of a creature’s  next turn” so dropping initiative altogether or   rerolling it each round forces you to rethink  all of those effects. But my main problem with   initiative as written is that you essentially  have to pause the game at the start of each combat   to set the stage. This has ALWAYS bothered me  because just as you’re getting into the excitement   you have to wait... for everyone to roll, for the  DM to organize the turn order, and often for the   first player to decide what they’re doing! Just  having EVERYONE roll makes it feel like we’re   suddenly playing a different game! And keeping  that order organized has become kind of a joke   with the fact that people like me have literally  built things or bought things to track initiative   order! That’s a huge red flag that initiative  is more complicated than it needs to be! So the “no initiative” concept, popularized  by one of my favorite D&D-tubers, Professor DM   of Dungeon Craft, is a really attractive idea!  Essentially, the group quickly devises a plan,   everyone rolls dice together, then the  DM resolves all actions at once with a   narrative description. It better-follows D&D’s  core mechanic of scene>interaction>resolution,   but it still involves pausing the game for  EVERYONE to discuss and agree upon a group   plan. And you the DM has to retain all of those  player actions and ALL of the monster actions   to properly describe each round! Which, for me,  makes it a little bit too much to handle. However,   using no initiative by simply going around the  table, like every board game you’ve ever played,   fixes a lot of these problems! Tons  of games rely on this turn order   because it’s intuitive for new and  experienced players of all ages! Everyone can easily recognize who’s up next and  when their turn is coming. And that’s why going   around the table is actually part of my solution  for big groups! The only weird part is having   your players change seats after a combat because  going in the same order every time can get stale.   So my ideal method for initiative needs to smooth  out the transition from roleplay to combat;   it needs to be easy to organize and track  turns through the combat without me needing   to memorize a lot of actions; it needs to vary  the turn order from one combat to another;   and it needs to be adaptable depending  on how many people show up to play D&D! This is a tough order, pun intended, but the  method I’ve been using-- works! And we can break   it down with two simple phrases: 1) the early  bird gets the worm, and 2) monsters in the middle! The early bird technique is how we  grade our exploration and roleplay scene   into a combat scene, without anyone noticing! Squeeks: pushing your way through the underbrush,   you stumble into a clearing, and immediately  lock eyes with a troll that was raising a   deer’s leg to it’s open mouth. Me: Ah! I fire an arrow!  Squeeks: Okay! Do it! Me: Aha- 17!  Squeeks: Hits! Everyone roll initiative as  the troll takes the arrow in its shoulder,   raises the leg like a club and  begins rushing toward your party! This rewards your quick-thinking players with  a kind of surprise round at the start of any   battle! For example, since that troll saw the PCs  coming, so there’s no genuine surprise round with   advantage, the quick-thinking PC just gets this  one free attack before you technically enter   initiative, and if the players all hesitated,  the troll would have gotten that one free attack!   So the early bird piece of this method is entirely  situational, but it always allows one player or   the DM to roleplay a free attack like they would  any other non-combat action, to seamlessly move   your party into combat! You can use early bird  attacks for any size group, and if your group is   the right size for actually rolling initiative  (which I’m about to define) you can have the   players roll and determine their order while  you describe the result of that first attack! Alright, point #2: monsters in the middle!  If you have only 1-3 players, don’t make   them roll initiative, just let them choose an  order, “you go, then I’ll go, then she goes.”   And the monsters go after all the  players, so you’re just alternating:   players, monsters, players, monsters. If you  have a big group, I’m talking 7 or more players,   don’t make them roll initiative! Just  go around the table or for online games,   in order of their images, or alphabetically,  or whatever simple order makes sense for your   particular VTT. The monsters go on the DM’s turn,  and assuming you’re using more than one monster   because you should be for 7+ players, have your  main monsters go in the middle of your players.   So it’s half your players, monsters, half your  players, monsters. And to switch it up (IF   you can somehow do more than one combat  in a session with that many players),   just go the other way around the table! This  is easy stuff! And for that sweet spot of 4-6   players, you do have them roll initiative, but you  never roll for the monsters! Your main monsters   will always go on turn 11, and if you have a  couple minions in there, have them go on turn   1. On average, this keeps your monster’s turns “in  the middle” so it’s still about half your players,   then monsters, then the other half of your  players, but here’s the added advantage-- You should absolutely tell your players that the  monsters will go on turn 11! That way, when they   roll an 18 or even a 12, it feels like rolling  a successful check because they know they get   to go first! You can even train the group to have  those high rollers state their initiative first,   instead of everyone calling out at once.  And on those times when everyone rolls,   a hush falls over the group, and they  realize... everyone rolled under 11,   it’s a funny moment that still raises the tension. So let me know in the comments what you think of  the early bird attack and monsters in the middle,   give this video a thumbs up if you like it,  and consider subscribing for weekly videos   or supporting the channel through Patreon  like David, Edmund, Nicholas, Jonathan,   Solwizard, Jadon, and Curtis! Thank you  all for your support, and keep building! :D
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Channel: Bob World Builder
Views: 165,687
Rating: undefined out of 5
Keywords: dnd initiative, initiative tracking dnd 5e, d&d, d&d 5e, how to play d&d, d&d player guide, dungeons and dragons, bob world builder, dungeon master guide, dnd 5e, dnd initiative rules, dnd initiative method, 5e initiative homebrew, 5e homebrew, dnd homebrew rules, Dungeon Craft no initiative, Professor DM no initiative, d&d initiative tracker
Id: 9YlWIojMcdw
Channel Id: undefined
Length: 8min 24sec (504 seconds)
Published: Wed May 19 2021
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