dnd 5e – Can I delay my turn until the end of a round, by not throwing on initiative?

Speaking bluntly, "Delaying your turn" or refusing to participate in the initiative roll, in a combat in which you otherwise intend to participate, is not an option. There is no rule that allows this, and 5e designers are registered because they specifically do not want to allow things that allow mutability to the initiative because it interferes with the duration of the effects (which are usually related to the turn of the person who produced the effect).

I would also like to issue a framework challenge: I do not believe that the specific problem you are trying to solve is unique to having a high initiative score. I think it is also very common with a low initiative score.

Speaking as someone who has had to play a Paladin in scenarios in which my allies frequently bounced between 0 and were aware several times in a row in combat, the specific problem you are describing almost always occurs whenever the BBEG has its turn directly after your own. You heal your ally, who is then quickly beaten by the BBEG, recognizing that his previous quarry has woken up again. In the meantime, your ally has no opportunity to act on their turn (and depending on how fixed the BBEG is in them, they could be risking their last Death Saving Throw!). The trick here is that it is the same problem, regardless of whether you took 25 and the BBEG took 24, or if you took 5 and the BBEG took 4: if your turn is (relatively speaking) after yours, and between you and your vulnerable ally , you will continue to have this problem.

And, in general, automatically obtaining an Initiative of 1 does not guarantee the solution of the problem. The BBEG could shoot a 27, and once again we are on the same stage.

So, the solution is to strategically take advantage of the Ready action.

Sometimes you want to jump on an enemy or wait for a particular circumstance before acting. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.

First, you decide what perceptible circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to advance at your speed in response to it. Examples include "If the cultist steps on the trapdoor, I will pull the lever that opens it" and "If the elf steps on my side, I walk away."

When the trigger occurs, you can take your reaction right after the trigger ends or ignore it. Remember that you can only take one reaction per round.

When you prepare a spell, you cast it as normal but maintain its energy, which you release with your reaction when the trigger occurs. To be prepared, a spell must have a cast time of 1 action, and maintaining the magic of the spell requires concentration (explained in Chapter 10). If your concentration is broken, the spell dissipates without effect. For example, if you are concentrating on the web spell and the ready magic missile, your web spell ends, and if you take damage before launching the magic missile with your reaction, your concentration could break.

You have until the beginning of your next turn to use a prepared action.

Ready action, Player Manual, p. 193

The sequence you will want is something like this, done before any of your allies have fallen (but after their health has become quite low, in response to which you have moved alongside them):

* I will prepare the spell To heal wounds, and if an ally falls unconscious, after the enemy stops attacking it, I will use the spell to retrieve it. *

Of course, you can reformulate the trigger differently according to your needs. If the BBEG is relentlessly attacking a single character, even through unconsciousness, it is likely that he should activate the trigger right after unconsciousness rather than "when they stop being attacked."

Regardless, however, what this achieves is that if an Ally falls, they heal immediately, allowing them to take their turn in the usual way, hoping they can disengage and get away from the BBEG.

This, for me, solves the problem you face, where the Allies may suddenly fall due to Critical Impact damage.

dnd 5e – How to deal with different levels of initiative and propensity to talk excessively in a large group?

There are many options, and I will recommend the following based on my experiences as a player and DM:

1. Be a team leader instead of just being one of many people.

This is probably the broadest solution you can use as a player. I have used this to attract less assertive or less interested players. Your contribution does not need to be an announcement of what your character will do alone; It can also be something else in the line of organizing other characters in a plan that the group carries out.

Whatever the challenge, you can let each individual do their own thing and expect at least one to succeed. OR You can prepare a plan in advance, specifically suggesting actions or asking players to contribute:

Okay, we have to convince Lady Obstacle to allow us to use her invitations to the Lord Villain's grand plot dance so we can complete the search. Alice, you have high statistics on Persuasion and History, maybe you could talk to her and remind her how deep the enmity is between House Obstacle and House Villain, suggesting that she may not want to go to your event? Or Bob, you're a bard that you liked before, is there anything you can think of that might influence her?

Very artificial, in this example, but this allows you to fight for space in the conversation, and then offer it to less assertive players to give them a clear opportunity to participate.

If you like to plan things, you can also try to persuade some of the firmer players to take some course of action that leaves other things for the other players to do, giving them more space to participate by eliminating the most dominant players from the scene.

At a minimum, you can ask other players what they think or would like to do. That is very easy to pass in and out of the character.

2. Make plans that require specific characters, which less aggressive players play.

As more than a subset of (1), if you come up with a plan that your own PC can carry out but would be helped by the participation of one of the less firm players, you can give them moments to get involved and that otherwise they would not find . Being helped by another character to gain an advantage can have a strong effect on the results, and the contribution can be quite obvious (if your first roll is a 3, the advantage clearly matters). One risk of this is that some players may feel like partners, so this tactic works best if it is uncommon.

3. Divide the party

This is a nuisance in many ways, so it is also best to use it in moderation, but getting the dominant players out of the scene occasionally gives others the opportunity to play "normally" without being discussed and ignored.

4. Talk to the DM

Making sure everyone has fun is a central responsibility of the DM, and if some players are running over others to the extent that they are not playing large sections of the game, that is a problem. The DM has many tools to address this type of situation, perhaps the most important thing is to ask the players what their characters are doing. They may not have anything in mind, but they will have the opportunity to speak.

I have also read advice on this stack that suggests that, out of combat, all players announce their planned actions before the DM resolves any of them, but I have no personal experience with the use of this technique in this type of problem. An infallible approach is to design a plot for specific characters, since such things can not only be transferred to a louder player, but can be expensive for the DM plan and managed with such a large group.

5. Talk to the group

Some of the most assertive players may not realize the effect that their focus is having on some of the other players. They may or may not care about the problem, but mentioning it gives everyone the opportunity to meet and discuss the answers they deem appropriate.

A particular dimension that I think is relevant is that players who are more assertive or arrogant may not be so interested in sitting on their hands, so if you spend too much time without something for your character to do so, they may become even plus assertive and dominant. Noting that greater participation for them could mean much less for others provides a context of why it might be worth leaving them aside for a few minutes.

It also happens that some players don't really to wish Being in the driver's seat for this kind of thing. They may prefer to aim at a monster and then let go, and they don't mind devising a free-form plan to deal with another NPC. Talking with the group can reveal if this situation is really a problem for quieter players. It may be, but it could also be how they want to play.

6. This is a large group, and there will probably be some give and take no matter what

Seven to eight people is a lot of people who will gather around a table for a role-playing game. It takes a lot of real time to analyze the actions and thoughts of so many characters, often with the effect that the game slows down. It is often not feasible to have 7-8 plans running at the same time, or have people take in 7-8 different directions.

Sometimes it may be desirable to let some characters do little for a scene or two just to simplify things and advance the game. That becomes a problem if it happens all the time and with the same characters, but only by perspective, totally equal contributions in all cases may not be what you want.

Once I tried to run a D&D 3.5e game for ten players at a time and this was a big problem. More players means more competition for the short time in the camera, because while the number of players can increase freely, the amount of time people have to devote to games generally does not.

dnd 5e: What happens when you are hidden and a new enemy joins the initiative?

If you are surprised, you cannot move or take an action on your first turn of combat, and you cannot react until that turn ends. A member of a group may be surprised even if the other members are not.

This particular wording leads me to believe that if the first turn of an enemy occurs after the initial start of a combat encounter (i.e. reinforcements), they could still suffer from Surprise as previously indicated by a single player if they are not High enough on the initiative. Also, if one member can be surprised while others cannot, could the same be said of the characters that start the surprise?

Story behind the question below:

I was in a game where we were fighting a Hook Horror. Playing a Rogue Killer, I was in Stealth and the passive (or active, for that matter) perception of Hook Horror * could not fulfill my control of Stealth (Move Silently). As a result, I won a round before the rest of the group arrived to start the fight with the Horror Hook in the Surprised condition. He called, echoing through the tunnels and summoned more than they would arrive in a few laps. We sent it before reinforcements arrived, during which I rolled another Stealth (Move silently). The next round arrived and reinforcements arrived. I was at the top of the initiative and I was able to go first and asked DM if the new Hook Horror would also be considered surprised, since I still couldn't beat my Stealth Move Silently. Reflecting for a few seconds, he decided that, in fact, he would be surprised since he had not yet been part of the fight.

Obviously, this has already happened and will not change what happened, but for future reference, I would like the opinion of some fellow nerds of rules on how this should develop. The rules state that a Surprised creature cannot act on its first turn of the combat match, so the argument in question is, if a creature enters combat later than the original first round, can one or more players be surprised that have they chosen? for stealth?

* I know that Hook Horrors has a blind vision based on hearing and an advantage over Wis (Perception) based on hearing, but my stealth was specifically a silent move, since we were in Underdark and my character was a Drow with (shot ) knowledge of such things, as well as other species / races that have dark vision that would void a traditional Hide check.

spells: does a family act count on its own initiative?

In our group we always had a family act "simultaneously" together with his teacher in a single initiative count (the teacher).

But considering that

  • a relative can act independently
  • he has, in most cases, due to his own skill score, an initiation modifier different from that of his teacher
  • you can use the "delay action" or "prepared action" that automatically leads to a new position in the inactive order

A family member should have their own initiative count.

The problem now is, assuming that the familiar is not loading, sitting on one shoulder, etc., that it cannot move together with your teacher, if you act on your own initiation account. Even if the family member and the teacher act immediately one after another, someone has to move first.

If the teacher and family member wish to stay together for less than 5 feet, the only way to achieve this would be to move no more than 5 feet in each round, because otherwise they would lose contact.

Especially with regard to the ability to Share spells of the relative, this would have consequences.

Spell Sharing (PHB): … If the spell or effect has a duration that is not instantaneous, it stops affecting the family member if moves more than 5 feet away and it will not affect the relative again, even if he returns to the teacher before the duration expires. (emphasis mine)

dnd 5e – To what extent would the use of the Edge of the Empire initiative system in 5e break the game?

Certain classes are really good for finishing a match in a single movement, especially in the lower levels. The most obvious problem is the Fireball spell, which will end almost any encounter with Goblins and the like, even before it has really begun, causing all enemies to come to the kingdom.

Normally, this is not a big problem, because the possibility of the magician going first before someone else moves is not so great. If the Goblins have the opportunity to extend the meeting, it is no longer a unique solution situation to solve the problem. The use of the Edge of the Star Wars initiative system (which I have modified for some games and I love it) essentially makes "one of the players achieve a higher initiative than the group of goblins", and that possibility is significantly greater.

The players who create creative combinations of their powers are great. It will help them to think like a team, it encourages everyone to "see what we did together." and will lead to a better overall experience for the group.

However, what the Star Wars initiative system really encourages is to let the guy with the biggest AoE be the first, who will then end the match even before it starts. This could well generate resentment and discussions among players who are tired of thinking "incredible, a fight with 20 orcs!", Just to see the fireball wizard explode the entire orc army before it even move.

It's not a big deal for matches that won't end in a single spell, such as boss fights, but dramatically increasing the chances that the AdE spells on the player's side will run first will make many encounters predictable and boring.

Even if a magician cannot kill everyone in a single spell, being able to go first consistently will mean that many encounters will become non-encounters. At higher levels, the magician could always save a Teleportation spell for when things go wrong. "Oh, hell, we entered a room with an Ancient Red Dragon and 90 Scarymagjigs, but while one of us launches an initiative taller than them, I can teleport them all instantly, so it's no big deal."

Battlefield control spells are already incredibly powerful. A wizard (or other pitcher with such abilities) who has the ability to go almost always first will make that class seem even stronger than it would be otherwise, even if it is simply something as simple as giving everyone & # 39; Fly & # 39; at the moment you see the Tarrasque appear.

dnd 5e: Can a surprised monster use den actions if he launches an initiative above 20?

A surprised monster that gets more than 20 per initiative can use den actions because they can take actions, Y your turn has passed

As mentioned, the rules on den actions establish:

In the 20 count initiative (losing all initiative ties), you can use one of your den action options. You cannot do so while incapacitated or unable to perform actions. If you are surprised, you cannot use one until after your first turn in combat.

Therefore, we know how to determine if a monster can perform den actions:
1. Can you take actions in general?
2. Are you surprised? If so, has it been your turn?

If the answer to 1 is "no," then the monster cannot perform den actions.
If the answer to 2 is "yes" and then "no," then the monster cannot perform den actions.

The section on "Surprise" says:

(…) If you are surprised, you cannot move or take an action on your first combat turn, and you cannot react until that turn ends (…)

You are only prevented from taking action on your first turnTherefore, if it is not your turn, you will not be prevented from taking action.

If the monster rolls above 20, then in the initiative count 20 your turn will have already approved and, therefore, none of the methods to avoid den actions are at stake. Note that in the event that do throwing a 20, the actions of the den will remain after their turn since they "lose all ties of initiative", so they will not be prevented from taking actions from the den if they take anything more than 20.

Note that the final sentence in the quotation is not redundant:

If you are surprised, you cannot use one until after your first turn in combat.

If a monster is surprised and goes below 20, then, on initiative, counting 20 nothing prevents them from taking actions (since it is not their turn), but They are surprised and therefore can not take actions of den.

A result of this literal surprise reading is that any creature can perform actions while surprised as long as that action is not your turn. That said, surprise explicitly prohibits reactions until after your turn, and bonus actions must forever Be on your own turn.

dnd 5e: Can a surprised monster use den actions if he launches a high initiative?

The rules for den actions say:

In the 20 count initiative (losing all initiative ties), you can use one of your den action options. You cannot do so while incapacitated or unable to perform actions. If you are surprised, you cannot use one until after your first turn in combat.

If a creature with den actions is surprised but rolls 21+ per initiative, can he use a den action in the first round? By the time the initiative count 20 occurs, the surprised creature has already had a turn in that combat (which happened to be surprised).

dnd 5e – How can I solve the burst damage problem when I launch a group initiative?

Thinking like a monster

There is no doubt: focusing the fire is a good idea. No matter how you see it, math is in your favor if you try to hurt an enemy until it is shot down, and then move on to another. Once you realize this, it may seem that you have to use this tactic or be completely unreal to what an enemy would do. But there are some reasons why a group of enemies could not use the focus fire. And not all this is "fuck the rational: I want my PCs to survive." Sometimes it can be more realistic for your monsters to avoid the focus of fire. Here are some possible reasons why they could do it.

1. They are used to weaker enemies.

Many "evil" creatures take advantage of creatures much weaker than they are preferably. A squad of goblins could be used to attack only the sick, the weak or the unarmed and unarmed: merchant families or innocent peasants. More important, they may be accustomed to enemies that fall at once. In a situation like that, it is actually disadvantageous that the goblins aim at the same enemy: their first save could end up hitting an enemy with five arrows when one had killed him, and leaving other targets unharmed. By extending their attacks, they ensure that they eliminate as many enemies as possible in the first round, ensuring that no one escapes and leads to a long and disorderly hunt. Perhaps these monsters use these tactics by default, only realizing in part of the combat that these opponents do not fall so easily.

2. Enemies act at the same time, but don't think like one

Trained adventurers can act in groups as a perfect unit: adapt their tactics to those of their allies almost instantly. But minor enemies (again, for example, goblins) fight without discipline. Perhaps all goblins think they should focus the fire: focus on one enemy. But each elf could have a different opinion about what enemy it should be. Three of them could shout conflicting orders at the same time ("Shoot the human with the bow!" "Shoot the bright dwarf!" "Shoot the elf who set me on fire!"), And different elves could follow different orders . In any case, the fact that all these enemies act on the same initiative could justify their confusion about what the other elves are doing: They act almost simultaneously and do not have time to notice the actions of their peers or to coordinate their efforts.

3. Monsters are selfish and silly.

Naturally, this depends on the particular enemies you fight with. Some enemies may be inclined to focus the fire despite low Intelligence scores due to their natural instincts to focus on a weakened enemy at a time (such as wolves). But in general, some monsters are not that smart. Even some very intelligent enemies (such as vampires) may not be used to fighting in a group, and may simply fight using their own priorities, instead of trying to use teamwork. Some monsters fight more using anger and thirst for blood than tactics and intelligence: even if those monsters are intelligent enough to plan and think tactically, they can abandon these plans in the heat of battle and attack only creatures that hurt them or those that seem smaller, or those that seem to have the most valuable equipment. The three monsters that were hit by a fireball could point to the wizard, but the four that were not could focus on the Paladin to plunder his shining armor. Bottom line, The motivations of the monsters are not always to make the movement more intelligent: sometimes it is to make a movement that satisfies some lower instinct.

4. Monsters don't know what hit points are

This is a large one (and is a kind of variation in point # 1). "Rationally," every arrow that fires a monster is an arrow that they hope to find the heart of their enemy, and leave them dead, regardless of whether it is the first arrow fired at an enemy or the 50. Monsters don't know they are in a game , and that it is statistically impossible for the first arrow of an elf to throw a furious barbarian of level 5. Monsters can extend their attacks because they expect each attack to kill an enemy. They don't know that "1 hit point" is a state that an enemy can reach: they only know that they hurt their opponents until they fall.

Similarly, we (as DM) know what the best tactics are against this particular group, but the monsters may not know. For example, enemies may not think of staying scattered enough so that only two of them are within a radius of Fireball at a time: why would they do so if they had never seen these enemies (or maybe others)? use fireball? Similarly, it may not be particularly obvious to monsters which creatures have a lower maximum HP and which do not (keep in mind that HP often tracks resistance and drives as much as physical damage or endurance). So, They can make decisions that you, as DM who knows everyone's statistics and skills, know is a bad idea: but it is not unrealistic or irrational that they behave this way, because They do not have access to your information.

But sometimes … focusing the fire is the way to go

Keep in mind that all of these reasons (other than # 4) are conditional. There may be monsters that are intelligent and / or great when using teamwork: they can point to the weakest enemy as a pack of wolves that eliminate the weakest member of a pack. Focus fire can often be exactly the kind of tactics your monsters should use, in which case, go ahead! This may indicate that these enemies are particularly well trained, disciplined or simply dangerous.

When the correct tactic is empirically obvious to us as DM, it can be difficult to make our intelligent creatures behave in a tactically unsound way, while we strive to make their thinking realistic. But it is worth remembering that realistic thinking can be exactly the kind of things that would lead to bad tactics. After all, people (and monsters) make bad decisions all the time.

dnd 5e – Can a human variant take competence in the initiative?

You can not do this; The initiative is not a skill, Jack of All Trades only applies to all skill controls

The "Skills" section lists all the skills:

  • Athletics
  • Acrobatics
  • Trick
  • Stealth
  • Arcana
  • History
  • Investigation
  • Nature
  • Religion
  • Animal handling
  • View
  • Medicine
  • Perception
  • Survival
  • Scam
  • Intimidation
  • Performance
  • Persuasion

Keep in mind that nowehre on this list is "initiative" that appears as a skill. Instead, the "Initiative" section states:

When the fight begins, each participant does a skill check to determine its place in the order of the initiative.

Throwing on initiative is an unprocessed skill check, with no associated skill. Bard's Jack of All Trades feature says:

From the second level, you can add half of your competition bonus, rounded down, to any capacity check You do not include your competition bonus.

This feature applies to each and every skill check, not only to those associated with skills, so it can benefit initiative rolls even though they are not a "skill check."

This means that you cannot select the initiative as one of your competencies because the initiative is not in itself a skill.

Game design – Questions about the new initiative mechanics for a role-playing game

I am designing a new board role game. I have an idea of ​​how to handle the battle initiative and I am looking for feedback and if it sounds reasonable / viable.

  • Each character has 6 statistics: Strength, Conviction, Sanity, Dexterity, Intelligence, Charisma, Perception
  • Each character sheet has a wheel with 10 slices (like a pie chart), numbered 1 to 10 with slot 1 highlighted.
  • For each round of battle, players will roll a d20 and add their Dexterity and level. (In level 2 with Dex 4, the player adds 6 to his roll)
  • Then, the player moves a marker / pencil / whatever he wants, around the wheel of the initiative that number of spaces. Using the example statistics above, if the player rolls a 2, he moves 8 spaces around the circle. (Level 2 + Dex 4 + Roll 2 = 8 spaces)
  • If you land or pass & # 39; 1 & # 39; At the wheel, you win an action. If you pass it twice, you win an action and an interruption to use that round. (Essentially 2 actions)
  • If more than one player / NPC wins an action, who landed at the highest number on the wheel goes first. If that is tied, it goes to whoever has the highest initiative modifier. If that is tied, roll a d20 until someone rolls higher. (Or players / GM can choose who goes first)

Here are the objectives of the system over other systems:

  • Give players and NPC the opportunity to act more frequently if they are fast enough.
  • Allow the order of action to change each round, instead of using a static order established at the beginning of the battle.
  • Be simple enough so that players do not feel frustrated with the system.

Here are my questions:

  • Does it sound confusing? (I hope this ends in a book someday, so I need to write it so that it is understandable on its own).
  • How can I know if that is balanced / balanced?