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?

dnd 5e: Is this change in the imbalance of the Magic Initiative feat?

The Magic Initiate feat says:

Choose a class: bard, cleric, druid, sorcerer, sorcerer or wizard. You learn two cantrips of your choice from the list of that class.
Also, choose a first level spell from the same list. You learn that spell and can cast it at its lowest level. Once you throw it, you must finish a long break before you can launch it again using this feat.
Your ability to cast spells for these spells depends on the class you choose: Charisma for bard, sorcerer or sorcerer; Wisdom for clergy or druids; o Intelligence for magician.

I realized that this doesn't allow you to take spells from the Paladin or Ranger classes (they don't have cantrips either, so maybe that's the reason). But I was wondering if this change would be unbalancing:

Choose a class: bard, cleric, druid, Paladin Ranger, sorcerer, sorcerer or wizard. Or you learn two cantrips and a first level spell or two first level spells from the list of that class.
You learn any chosen first level spell and can cast it at its lowest level. Once you cast one, you must finish a long break before you can launch it again using this feat.
Your ability to cast spells for these spells depends on the class you choose: Charisma for bard, paladin, sorcerer or sorcerer; Wisdom for clergy, druids or rangers; o Intelligence for magician.

This change allows two new options:
1. You can take an additional first level spell instead of the two cantrips.
2. You can choose the Paladin and Ranger classes (obtaining two first level spells).

dnd 5e – Is there any way, apart from having a Diviner friend, for a player to avoid launching Initiative at the start of a fight?

Potentially, becoming a mount would work

The rules on "Control of a mount" state:

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules …
Intelligent creatures, like dragons, act independently.
You can control a mount only if you have been trained to accept a rider. Domesticated horses, donkeys and similar creatures are supposed to have that kind of training.

This would require that we not be an intelligent creature first. This can be achieved through a spell like Weak mind What states:

In a failed salvation, the Intelligence and Charisma scores of the creature become 1 …

Unfortunately, that would require you to save, but that is not part of the scope of this answer.

Would be also they require that we (the PC) have been trained to accept a rider. Maybe your DM can do it through training or downtime.
If there is no other potential option is to have change of form or true polymorph issued on us, which have the following text:

You retain the benefit of any feature of your class, race or other source and can use them, provided your new form is physically capable of doing so. ..

If we become a donkey or a horse or a similar creature, this may qualify us to have the training to be a horse. It would also grant is the proper anatomy of a mount.

And now, for all the reason, we want to be a mount:

The initiative of a controlled mount changes to match yours when you mount it …

Unfortunately he says that the mount initiative changes to match that of the rider, which perhaps implies that the saddle must already have an initiative, but if this is really the case it would depend on his GM.

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