2016-03-24 Initiative, Combat

I think initiative rules are overrated, particularly in D&D variants where combat lasts multiple rounds. The critical issue is that everybody acts exactly once per round. If everybody survives the round, then it didn’t matter in which order people attacked. So, initiative is only important in the round when somebody is about to die.

when somebody is about to die

Magic only changes this in so far as a fireball spell makes it more likely that people are about to die (the same is true for other deadly spells, of course). In D&D variants where it is possible to disrupt a spell by damaging a caster in the same round, initiative is also important for all those involved in this action. But B/X doesn’t have that rule, and in games that do, I always wonder about attacking casters after they have cast their spell. Shouldn’t this disrupt their next spell?

All in all, I’ve decided that initiative rules are overrated and I’m using the simplest rule that involves a little dice rolling and leads to occasionally having to suffer two attacks in a row. Group initiative. It’s the standard! 🙂

When combat is not the essence of the game, it’s not hard to do without the tactical elements. I run big parties – ten to twenty characters, five or six players at the table – and the interesting stuff is whether we’ll fight, how to ambush our enemies. Combat itself is basically just the test of our preparations. No miniatures, no battle map, no “I hit the guy that took 4 damage last round” or anything like that. The upside is, however, that I’m not afraid to field twenty or thirty enemies. Or 160 plus a red dragon (against a mid-level party).

big parties

What can I say except that I’m not too interested in the *details* of combat. The key is that it should be dangerous. I like save vs. poison, level drain, dragon breath, petrification gaze and all that, because that keeps combat short even at higher levels. Combat, like all challenges in my game, are there to test player skill: can you think of a way out of this? If it’s just rolling dice and counting down hit-points, that’s a fail in my book. So, I encourage setting up ambushes, bottle-necks, the using of traps against monsters, but I encourage setting up monsters to fight monsters even more. I encourage the scaring of monsters, the challenging of enemy leaders to single combat.

I also push for time. Roll all the dice. I don’t care whose turn it is. Instead, I keep asking: “Are you all done? Can I go? Is it my turn, yet?” I don’t like players taking forever. I encourage them to roll their to-hit roll together with their damage spell. I groan and moan and sigh when players start reading spell descriptions when their turn comes up. Next!! And then, when everybody has gone, and slow players are still wringing their hands, I threaten to have their characters skip or suggest a simple action like a melee attack instead of whatever else they wanted to do. It’s a thin line to walk, sadly. I have a slow player at one of my tables. I encourage them to play simple classes like fighters.

And why D&D? Classic D&D has been providing exactly the experience I like! B/X in particular doesn’t push miniatures, battle maps or fancy initiative rules.

When I tried Torchbearer I didn’t like the grind, the strict application of the rules, the haggling for bonus dies and all that. When I tried Burning Wheel I didn’t like the stilted duel of wits. I didn’t even get into Fight!, ranged combat, and all that. In general, I call myself a Luke Crane fanboy-wannabe. When I try their games, it falls apart. I’ve played about six or seven sessions of Burning Wheel, three or four sessions of Mouse Guard, and a session of Torchbearer. I’ve ran Burning Wheel for seven sessions, Blossoms are Falling for two or three sessions, Mouse Guard for two or three sessions – and it’s still not working out for me. It’s time to stop trying. 🙂

​#RPG ​#Old School ​#Initiative