I’ve never been a tremendous fan of the “roll initiative at the start of combat and then just cycle that order until combat is over” school of initiative that has existed in a lot of games, but most notably D&D from 3e on. In my experience, it makes everything feel very static, and can lead to problems with players getting distracted while they just wait for a turn. In the past, I’ve worked on other solutions to the problem, with my most common being group initiative (based on this Ars Ludi post).
A friend recently linked me to this joke monster:
The Percolating Haste mechanic struck me immediately as a potential solution to the boringness of cyclic initiative; you can just apply it to everyone, to get a much more dynamic combat where high initiative bonus matters past the first round of combat. I’d implement it in the following way:
D&D (All varieties post 3e)
Roll initiative for the first round of combat normally. Each time you end your turn, if subtracting 20 from your initiative total would not reduce your score below 0, subtract 20 and go again on that initiative tick. If this would reduce you below 0, instead add your initiative bonus to your current initiative score upon ending your turn (unless you have an initiative penalty, in which case just stay where you are).
Haste-type effects might reduce the subtraction amount (making it easier to go twice in one turn).
Beyond the Wall
Determine initiative for the first round normally (in BtW, this is a fixed initiative total equal to level plus Dex bonus plus 0-2 from class choice). Each time you end your turn, if subtracting (Your Level + 10) from your initiative total would not reduce your score below 0, subtract (Your Level + 10) and go again on that initiative tick. If this would reduce you below 0, instead add your initiative total to your current initiative score upon ending your turn. (Very few BtW characters should have an initiative that’s negative, particularly past the first couple of levels even with a very low Dex.)
This method has the subtraction amount scale by level since your initiative bonus scales drastically by level; it should result in high-init characters getting similar amounts of extra actions as they level.
Benefits of the System
To my mind, this system has a couple of major benefits:
- Due to different initiative bonuses, characters are likely to change order through the course of a fight. You can’t guarantee that you’ll get a turn in the same position every round; that skeleton that went after you this round—but has a higher initiative—might go before you next round. This in itself should make the fight a lot more dynamic-feeling.
- High-initiative characters, over a long combat, will get to go more often (making up for the fact that the benefits of high initiative tend to become less and less after many rounds in a fixed initiative order, and also compensating for a high initiative but bad roll).
Of course, the system is a little fiddly for a GM to keep track of round to round. One solution is to ask players to track their current initiative score and just do a countdown initiative call, but another is to use the program I threw together to work as an initiative tracker.
Initiative Tracker App
As usual, this is a simple Windows form app (someday I’m going to get around to learning to make web and mobile apps) that I solemnly promise is not going to do anything bad to your computer. Just put it in a directory and run it.
The Main tab is where most of the functions lie:
- Once you’ve added characters, you can select them from the combo box and click Add to add them to the current initiative list.
- Click New to add a new, default character to the current initiative list (and the combo box).
- Click Remove to remove a character from the initiative list (it remains in the combo box to be added back later).
- Select a character in the initiative list to see its stats in the text boxes underneath. You can change them and they’ll update on the fly (if you put something that’s not an integer in the non-name boxes, it will default to 0):
- Name: The character name that will appear in the lists
- Increase: The amount that will be added to the character’s initiative count after every turn that didn’t result in a second turn (i.e., initiative bonus)
- Decrease: The amount that will be subtracted from the initiative total to determine if the character goes again
- Current Init: The character’s current initiative total (overwrite this every combat if the players hand-roll their scores)
- The Current Character label indicates which character is currently up once you’ve started combat (and stays the same even if you select another character for editing).
- Click Next Character to move to the next character in the initiative order (and modify the scores of the last character to act). This replaces the Current Character label and selects the character in the list (so you can easily edit it if necessary). If no one has gone yet after starting a new encounter, this selects the first character in the initiative order.
- Click New Encounter to reset the initiative count to the top of the order (and possibly reset current initiative scores based on Settings).
This doesn’t currently support delaying/holding actions. I’d suggest just moving on and remembering that the character has a floating ability to act; for a delay, you can hand overwrite the character’s current initiative).
The Settings tab allows you to change a few things:
- Use the radio buttons to select what you want to have happen to everyone’s current initiative scores when you click New Encounter. By default, leaving them unchanged is selected. The first two options reset them to a generic value (either Increase or Increase + 10; the first option is for Beyond the Wall). The third option rolls a d20 and adds Increase (essentially a normal first-round initiative roll if you’re using Increase equal to init bonus).
- Change the New Character defaults to whatever you want a new character to begin with when you click New on the Main tab.
- Uncheck Modify Initiative on Advance to turn off all the fancy changing and use this as a normal cyclic initiative tracker.
- Click Save All Characters to File to create “InitiativeTrackerCharacters.txt” in the same directory as your app executable. This writes all the characters currently in the combo box to the file, and the next time you open the app it will load them all back in from that file.
There isn’t currently an in-app way to delete characters. You can manually remove them by editing the text file.