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Daggerheart vs. the MCDM RPG vs. D&D: A Playtest Comparison

If games to suit every play style and new games bringing fresh ideas makes a golden age, then the best time for gamers is now. In the past weeks, I’ve played preview releases of two upcoming games: the MCDM RPG championed by Matt Colville with lead designer James Introcaso, and the Daggerheart RPG championed by Matt Mercer with lead designer Spenser Starke. Both games play in the same genre and style as D&D, but each aims to prove more fun for certain styles of play. The MCDM RPG seeks to recreate some of the tactical play exemplified by fourth edition D&D in fast-paced, cinematic battles. Daggerheart targets a more narrative, rules-light style that fosters heroic moments and chances for players to reveal their characters.

Core mechanics

The core mechanics of these games target 3 common gripes about the core mechanic of D&D.

  • A lack of degrees of success or failure limits the potential outcomes of a check.
  • Players experience a feel-bad moment when they miss and lose their opportunity to do something interesting on their turn.
  • The swinginess of D&D’s d20 mechanic, which can make experts look inept and zeros look like heroes.

Degrees of success

In Daggerheart’s core mechanic, players roll a pair of 12-sided dice and add the numbers. If the total exceeds a target number, then the roll succeeds. Aside from the different dice, this resembles a d20 check, but Daggerheart adds a twist. One of the d12s is marked as the Hope die and the other the Fear die. The die that rolls higher adds Hope or Fear to the result. Whether or not a roll succeeds, a roll with Hope brings a boost in the form of a Hope token players can spend to benefit their character. A roll with Fear brings complications, potentially success at a price. The game master gains a fear token they can spend to make the character’s predicament more difficult. Hope and Fear create a range of heroic moments and setbacks that players and game masters can use to inspire storytelling.

Games with such success-with-complications, fail-forward mechanics weigh game masters with the extra creative burden of improvising complications to pair with success. For combat rolls though, Daggerheart gives GMs who gain Fear a menu of complications to select. The first complication is that players lose initiative, something this post will discuss later.

The MCDM RPG bakes degrees of success into the game’s power roll mechanic. The higher the sum of 2d6, the better the degree. They even have names for the degrees: tier 1, tier 2, and tier 3. Perhaps they considered reaching to older games like Marvel Super Heroes for tier names like good, excellent, and remarkable, but for one type of rolls tier 1 means a small success, and for another type, tier 1 means failure. The game features two types of power rolls: ability rolls, which correspond to D&D’s attack rolls, and tests, which correspond to D&D’s ability checks. Ability rolls don’t have a chance of failure, which leads to the second common gripe levelled at the D&D’s core d20 mechanic.

No missed attacks

The MCDM RPG tries to eliminate the down moments when a player misses an attack and wastes their turn. All ability rolls succeed, with an outcome that determines a degree of success and sets an amount of damage. Without damage rolls, the system plays faster. No one likes to lose a turn to a miss, but in play I found that the lack of failure in attack rolls made combat feel less compelling. The reason comes down to something psychologists call intermittent reinforcement where a behavior like rolling attacks earns inconsistent and unpredictable rewards. Intermittent reinforcement built the casinos along the Las Vegas Strip and it’s why no one would play a slot machine that returns exactly $0.97 every time you drop a dollar. To be fair, the version of the MCDM RPG I played used a different combat mechanic where players just rolled damage, so even the biggest roll on a formula like 2d6+6 yielded just 5 more points than average. The new mechanic allows bigger results for big rolls and undoubtedly plays better.

Swingy d20s

Both the MCDM RPG and Daggerheart adopt core mechanics that have players rolling two dice and summing the total. In the MCDM RPG it’s 2d6; in Daggerheart it’s 2d12. Both games have a good reason to avoid the single d20 roll in D&D. When you roll 2 dice and sum the results, numbers in the middle become much more common, creating a bell curve. When you roll just one 20-sided die, extreme results prove just as common as average results. That leads to the sort of wacky outcomes that frequently seen in D&D games where the mighty thewed barbarian slams into the door, rolls a 2, and bounces off. Next, the pencil-necked gnome wizard kicks the door, rolls an 18 and it crashes open. With a d20 roll, the roll swamps the influence of a character’s abilities. Some d20 games try to reward expert characters by giving them very high modifiers. A character with something a +15 skill bonus stands out from one with no bonus, but then to challenge that character, GMs need difficulty classes like 30, which become completely unreachable for most characters. So high-level adventures start including impossible obstacles for parties that lack the right sort of character. (See Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It.)

By adding two die rolls to get a bell curve of results, expert characters start to feel like experts who reliably succeed, and average characters need extraordinary luck to accomplish difficult tasks. All that happens without forcing the game to set difficulties that make tasks impossible for average characters.

Advantage and disadvantage.

Gamers love how fifth edition’s advantage and disadvantage mechanic streamlines all the fiddly +1 and +2 modifiers included in earlier editions of the game. The new edition also removes past rules for how these modifiers stack. Instead, advantage and disadvantage provide a simple, compelling alternative. It’s a blunt adjustment, but considering how swingy d20 rolls are anyway, the coarse mechanic hardly seems to matter in play.

To me, and apparently to the designers of the MCDM RPG and Daggerheart, the worst part of advantage and disadvantage stems from how it never stacks. If a character has a consistent way of gaining advantage, other decisions, tactics and character traits that grant advantage stop mattering. The game feels flat. This is why cover—an easy advantage to consistently gain—typically imposes a -2 penalty rather than imposing disadvantage on attackers.

In Daggerheart, advantage and disadvantage don’t entirely wash out. If a character has two sources of advantage and one source of disadvantage, they still gain one advantage die. Because of the 2d12 bell curve, small modifiers make bigger differences, so advantage means just rolling an extra d6 and adding the results.

In the MCDM RPG, the 2d6 rolls provide an even narrower range of numbers, so the design team settled on modifying the roll with up to two edges of + 1 or two banes of –1. That feels less exciting than rolling extra dice, but it worked best in testing.

Initiative

Both Daggerheart and the MCDM RPG attempt to improve on D&D’s cyclical initiative system.

In the MCDM RPG, characters can go in any order as decided by their players. The game master takes a turn after each of the character’s turns. In D&D, when a solo monster rolls a poor initiative, the entire party gets to unleash their best spells and attacks first, potentially turning an exciting fight into a quick execution. The MCDM RPG’s alternating initiative prevents such a letdown while providing a more consistent experience.

Daggerheart goes for a looser system that feels even more freewheeling and narrative. Players can take a turn whenever they like. One player can even take multiple turns in a row. I suspect the designers intend to enable heroic moments where characters can string actions into sequences that feel cinematic without the game’s turn order interrupting each moment with 10 minutes of everyone else’s turns.

This goal doesn’t always happen, because a roll with Fear gives the next turn to the GM, but with a bit of luck the game can unlock cinematic, heroic moments.

Naturally, some gamers worry that such a loose system will encourage players to hog the spotlight, and certainly that fear seems valid. I’ve played games where one player with the party’s best interests at heart tried to help us “win” by dominating the action like a superior basketball player might try to help the team by taking every shot.

Still, D&D became a better game when designers stopped trying to fix obnoxious players. Most players strive to share the spotlight. However, the real trouble is that both MCDM and Daggerheart’s systems threaten to slow the game’s pace during combat.

Before third edition, most D&D groups used side initiative, so the party and the DM each rolled a die and the side with the best roll went first. During a party’s initiative, they decided the characters’ turns to act. Most tables rolled initiative every round, and that added some exciting uncertainly, but all this added friction. Third edition’s lead designer Jonathan Tweet says, “It takes forever to go through the round because no one knows who’s next and people get dropped.”

The third-edition team decided to try a rule that originated in some West Coast D&D variants like the Warlock rules devised at Caltech and the Perrin Conventions created by future Runequest designer and D&D contributor Steve Perrin. That variant was cyclical initiative where everyone rolls to establish an order and the order stays the same throughout the fight. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.”

Fifth edition’s initiative system removes decision making to make play faster. Unlike in past editions, players can’t even delay their turns. The designers imposed this restriction to speed the pace of combat.

Designer Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

Combat escalation

In D&D, major battles typically start with characters unleashing their most powerful spells and abilities, sometimes turning a climactic showdown into an anticlimactic beat down. But if the foes survive and the fight wears on, depleted characters start grinding with basic attacks. Instead of rising excitement, the game sputters. Both the MCDM RPG and Daggerheart give characters resources that can replenish or even increase during combat. In the MCDM RPG, various heroic resources like rage can increase; in Daggerheart Hope can increase. Especially in the MCDM RPG, this helps create a sense of escalating action in battles. Meanwhile, a growing stack of Fear tokens can lead to a growing sense of peril.

The MCDM RPG even adds a resource called victories that makes characters stronger as they press on during an adventuring day. Instead of encouraging a 5-minute adventuring day, the system encourages players to test their limits like real heroes.

Resolution transparency

When I played Daggerheart, my character Garrick included a feature that seemed intended to foster looser, more narrative play. His battle strategist feature made him especially good at combat maneuvers like shoves, grapples, and trips. However, the playtest lacks any rules for these sorts of maneuvers. Perhaps I’m shackled to an outdated mindset, but I feel more comfortable playing in a system where I understand how my character’s actions will be resolved. If every use of an ability means that the GM and I must improvise a fair way to resolve the action, then I’m inclined to skip delaying the game for that discussion.

Ability scores

Both Daggerheart and the MCDM RPG use ability scores that parallel the scores used in D&D. Both systems take advantage of their clean-sheet designs to replace some of the scores’ names with more suitable terms. For example, both systems replace Charisma with Presence, a term that removes the implication of comeliness, leaving just force of personality. Daggerheart makes another interesting revision. It replaces Dexterity with two scores: Agility and Finesse. In D&D, Dexterity proves too valuable, so players build quick characters and the PCs in play show less variety. By turning Dexterity into two scores, Daggerheart gives each score a more equal value in the game. Daggerheart drops another score that D&D makes too valuable: Constitution. Every D&D character is alike in boasting a stout Constitution, and that means the score does little to make characters distinct. Instead, in Daggerheart, a character’s hit points mainly depend on their class.

Death

D&D makes dropping to zero hit points easy but dying—except at first level—nearly impossible. This makes difficult battles into unintentionally comical scenes where characters keep flopping to the ground, presumably at death’s door, only to be repeatedly revived. The rules even inspire a counterintuitive strategy where a player might refuse to heal friends until they lay dying because damage below 0 heals for free. This robs any sense of peril from going near death. Players with a dying character worry more about losing a turn than losing a character. If no one bothers to pour a potion in your character’s mouth, then rolling a death save instead of taking an action provides D&D’s ultimate feel-bad moment.

When a D&D character defies the odds and really dies, the game tends to make the big moment into the anticlimactic result of a series of lost turns and bad death saves. We want characters to die in heroic blazes of glory that feel cinematic rather than by bleeding out into the dirt.

Both Daggerheart and the MCDM RPG introduce rules for death and dying that vastly improve on D&D by giving characters a shot at a heroic finale.

In the MCDM RPG, a character with 0 or less Health becomes unbalanced. They can still act but most actions cost them 5 more Health. If the negative Health value reaches half their Health maximum value, they die. This challenges players to decide how much they wish to press their luck. Should a character risk a blaze of glory or shrink back to safety? Characters die because they dared for glory.

Daggerheart gives characters with no hit points a choice of death moves:

  • They can take an action, gain an automatic critical success, and then die.
  • They can risk their lives on a die roll. If they roll Hope, they regain Hit Points; if the roll Fear, they die.
  • They can drop unconscious and “work with the GM to describe how the situation gets much worse.” This option risks permanently reducing your character’s capacity for Hope by one. New Characters can accumulate up to 5 Hope tokens. If that capacity ever drops to 0, the hopeless character must end their journey.

When designers create D&D’s sixth edition, they should look to Daggerheart and the MCDM RPG for inspiration, but until then these rules count as the best ideas to steal for your game.

Durable first level characters

In D&D, first level characters are a durable as soap bubbles, so new players typically enter the game at its most dangerous. New players who lose characters often have a bad play experience and decide D&D isn’t the game for them. They might be wrong, but they walk away anyway. Both the MCDM RPG and Daggerheart make new characters durable, a feature that D&D gained with fourth edition and lost with fifth. If you’re listening to me now, you might be a D&D enthusiast who lost characters in their first game and kept playing, so you might argue that I am making a problem out of nothing, but that’s survival bias that ignores all the potential fans who quit because their characters died during their first session. None of those folks are reading this post now.

As for my first games of the MCDM RPG and Daggerheart, both games left me ready for more.

3 Reasons to Never Split the Party and How to Ignore Them

Everyone who plays roleplaying games learns the Dungeons & Dragons adage never split the party.

In the hobby’s early days, when dungeon masters were referees and players chose difficulty by dungeon level, never splitting the party always made good strategy. Parties found safety in numbers. In a dungeon stocked with encounters suited for a full party, splitting the party jeopardizes everyone.

In today’s game, player characters do more than assault dungeons. Sometimes the elf and wizard must persuade the emissary, the thief and warlock need to infiltrate a manor house, and the bard and noble paladin need to charm guests at a ball. They could work better separately, but players insist on keeping the party together. So the dwarf insults the emissary, the paladin’s chainmail racket alerts the manor guards, and a motley band of killers sours the ball. Then midnight tolls and evil triumphs.

Never split the party started as a good strategy, but now it feels like part of the game’s social contract. Even when splitting the party seems logical, players keep the group together for three metagame reasons.

1. Players fear encounters designed for a full party.

Players expect combat encounters designed to challenge a group of 4 to 7 characters. If they split up before a fight erupts, then an undermanned party becomes overmatched.

Typically though, groups split to tackle roleplaying, stealth, and investigation challenges that seem unlikely to lead to fights.

If half of a split party lands in a fight, DMs can adjust the difficulty of the foes, but leaving the opposition unchanged may play better. Players who split up despite perilous situations know they’re taking an extra risk and they feel a greater sense of peril, especially when their own decisions lead to danger. They use stealth and cunning in ways they might not with a full group, when they assume they can defeat any monsters set before them. In a way, adjusting threats steals the players’ agency by nullifying the consequences of their actions. (See How to Scare D&D Players—Even When They Play Mighty Heroes.)

2. Players stay together as a courtesy to the game master.

By staying together, players avoid forcing the GM to juggle two separate narratives. But splitting attention between two groups can play well as long as each of the smaller groups faces their own challenges. The trick comes from devising situations that keep each part of the group thinking.

When a subgroup needs time to plan or plot their next move, cut from their scene to a scene featuring players ready for action. With a full group, planning means waiting for a decision while you as the DM worries that the idle time creates a slow place. With a split group, the game hurtles ahead and the subgroup facing a choice can plan without feeling rushed. The session feels brisk and pacing feels effortless!

Usually, game time between the subgroups can pass at different rates as long as the players in real time feel engaged. D&D scenarios seldom rely on precise timekeeping anyway.

The troublesome situations come when one party member wanders while the rest wait. A short scouting mission can give some players a break to grab a snack, but when reconnaissance takes too long, restless players start wondering why they showed up. For advice on handling scouting, see 4 Tips For When One Player Scouts the Dungeon.

3. Players stay together to keep everyone involved in the action.

A split party inevitably forces some players to wait until the spotlight returns to them. But unexpectedly, splitting the party can make players feel more active. In a smaller subgroup, each individual gains a greater role. And as the DM cuts between subgroups, the inactive players can stay busy planning their next move.

Even when the entire party faces a roleplaying scene, typically only one or two players participate. The rest watch. Sometimes the player with the most charismatic character serves as the face with the highest bonus. Often the player with the most forceful personality does all the talking.

But when a party splits, soft-spoken players gain time in the spotlight. Player characters gain unique chances to reveal their character’s personality and talents. So the wizard finally gets to cast Sending and the thief gets to sneak without some armored clod making a racket.

Instead of avoiding challenges suited to split parties, look for situations where dividing the party gives everyone a chance to show their talents and to roleplay.

Typically, time pressure leads groups to split up. If the characters only need to gain the support of the head of the merchant council, then one player makes all the diplomacy rolls. If the characters must split up to convince every member of the merchant council before their vote, then every player must help. Forcing a party to divide and conquer invites everyone to contribute.

If done well, splitting the party creates more spotlight time for every player at the table.

Cut from one group to the next every few minutes. Some DMs even set a timer for about 4 minutes. If you tend to lose track of time, then a countdown helps.

The best moment to switch subgroups comes when the active group faces a choice. While players debate their next move, cut to the other half of the table. This sort of switch keeps half the players busy planning while the rest act. Such decision points typically come after the group makes a discovery or when their situation changes. These situations make players wonder what happens next, and that curiosity keeps them engaged while they wait to regain the spotlight.

If you can’t switch scenes on a decision point, switch on a moment of tension, ideally a cliffhanger.

A split party invites some techniques that help one keep everyone busy.

If two subgroups land in a fight, run both battles on the same initiative count. This keeps everyone busy while using a familiar game mechanic to cut between scenes. The technique works so well that, as a DM, I feel tempted to start a second fight whenever half of a split party buys trouble. Time to roll a random encounter behind the screen.

Delegate the non-player characters and even monsters to the idle players. For groups who particularly enjoy roleplaying and collaborative storytelling, write down a few quick notes about NPCs on a card. When the NPC enters a scene, give control of the character to a player.

Depending on your players’ dispositions, you might also recruit idle players to run monsters in a battle. This works especially well in a simple fight where you expect the PCs to win. If the foes bring complicated abilities or motives, or if their power threatens to slay characters, I would avoid giving up control. When a GM kills a character, it comes in the line of duty, but a player should not take the heat for killing a PC.

Separate the players into their own rooms. Even when you split a party, players tend to remain at the same table. This lets inactive players watch the story and lets the DM switch easily from one subgroup to another.

While sharing a table, the spectators learn things that their characters don’t. Most players take it as a point of honor not to use their unearned knowledge. If not, remind them to play in character based on what their character knows.

Occasionaly separating players to different rooms can add fun though. No player has access to hidden information, so decisions become more interesting. Everyone feels an added sense of peril and concern for their missing comrades.

If you separate players, frequent switches become more important, so the groups should be as near as the kitchen and the dining room. Make the separation temporary. Your players came to play together.

Go ahead. Split the party. For a DM running a divided party, the second hardest trick comes from finding situations where all the subgroups remain engaged. The hardest trick? Encouraging the players to defy protocol and split up when splitting makes sense.

Scrutinizing the 9 Most Popular House Rules for D&D

In the beginning, Dungeons & Dragons required house rules to run. For instance, for 10 years the game suffered from an unplayable initiative system, so everyone used a house rule. Every dungeon master grew accustomed to tinkering with the game, leading to a generation of amateur game designers who sometimes graduated to the pros.

Fifth edition has proved sound enough that the game’s designers resist tweaking even the worst parts of the game. The reluctance makes sense: No customer wants to learn that the rules in their game book are changed by some notice on the Internet.

Nonetheless, everyone who plays the game long enough wishes something played a bit differently, perhaps a bit better. Forty-some years on, the roleplayer’s urge to design and redesign remains. My search for fifth-edition house rules turned up an avalanche of favorites.

What are the most popular house rules for D&D and how do they stand to scrutiny?

Players may spend inspiration to a gain a reroll.

Spending inspiration gives you advantage an attack roll, saving throw, or ability check, so you must choose to use inspiration before the roll. Meanwhile, so many people think that inspiration allows a reroll that every convention DM who runs by the book can tell a story of being falsely accused of not knowing the rules. “You may be right,” we lie. “Go ahead and look that up for me.”

Advantage. The original conception of Inspiration supposed that players would gain inspiration more frequently than typical now. During the edition’s design, Mike Mearls wrote, “A player can gain it once per significant scene or important combat. Inspiration fades quickly, so you must spend it within a few minutes in game time before you lose it.” The lighter benefit of advantage suited this frequency. With most DMs awarding Inspiration less often, a stronger reroll benefit works fine.

Disadvantage. You may foster a misunderstanding that causes your players to call out some poor DM who plays by the book.

Players roll their characters’ death saves in secret.

Groups who adopt this house rule allow players to override their secret saving roles to spare their character or, I suppose, speed a tragic end. This change doesn’t actually change D&D rules, so the pedant in me wants to call it a table convention.

Advantage. By rolling their character’s death saves secretly, players gain more control over whether their character dies. This suits groups who emphasize story and would rather not see the campaign arc overturned by a blown save.

Disadvantage. Allowing players to choose not to die may seem like a violation of the game’s spirit to players who value a genuine threat of death.

See How Character Death Lands D&D in a Tug-of-War Between Game and Story.

DMs roll the characters’ death saves in secret.

Advantage. If you play fifth edition long enough, you suffer through this scene: Your character drops early in a fight, and because you never fail a death save, no one bothers to heal you. The players know your character remains 3 turns from death, so no one feels urgency. Meanwhile, for all the characters know, their friend is hearing her dead parents calling her toward the light. (As an adventurer, her parents are as inevitably dead as a Disney lead’s mother.)

If the DM rolls death saves, or the player rolls and only shares the result with the DM, the rest of the party stops gaining metagame information about a dying character’s closeness to the final curtain. This adds urgency to the need to heal fallen characters and can heighten feelings of peril. Such secrecy encourages players to quickly bring their friends back into the action.

Disadvantage. Particularly if the DM rolls, the players lose a sense of control over their fate, even if that false sense only comes from throwing the die.

Precedent. If Gary had invented death saves, you know that he would have rolled them secretly for players.

Critical hits deal maximum damage plus damage from a second roll of the dice.

Advantage. In fifth edition, we’ve all experienced the excitement of a critical, followed by the roll of a handful of dice that yields mostly ones, twos, and a big letdown. Reinforcing critical hits guarantees big damage. This favors divine smiters, sneak attackers, and the kid at my game table whose “practice” rolls uncannily end when he rolls a 20. “Look! Another critical!”

Disadvantage. Apparently, none of the folks bolstering criticals have played a paladin and realized that the class rates as almost too good without smites backed by stronger crits.

Criticals offer fun, but they are secretly bad for players because characters endure far more critical hits than any monster. Dialing up extra damage increases the chance that a monster’s attack will kill a character dead. For criticals that avoid the bummer of low rolls without adding risk to player characters, make criticals deal maximum damage.

Precedent. In third edition, criticals let you double your damage bonuses along with your damage dice. Fourth edition backed away from doubling damage bonuses by just making criticals deal maximum damage. That favored players, but eliminated the fun of the roll and the chance of huge damage against monsters. The fifth-edition system opts for a mechanic converging on maximum damage, but with extra dice to roll.

Lesser Restoration and remove curse won’t automatically remove diseases, poisons, and curses.

Lesser restoration and remove curse turn poisoning, diseases, and curses in D&D into the loss of a spell or a donation at the local temple. To match folklore and for story, we want curses and other afflictions to prompt quests, so many groups add limits to the spell remedies. The limits run from an ability check similar to dispel magic, to a requirement for special material components, to more. Adventurers League administrator Greg Marks writes, “I’m a big fan of any story-based poison or disease requiring a story-based solution in addition.” If a character gets hit with a bestow curse spell in a random encounter, then remove curse fixes it. If the party is cursed by the dying breath of a witch queen, then that’s an adventure to fix.

Advantage. Limiting lesser Restoration and remove curse opens D&D to a type of story that pervades the tales that inspired the game.

Disadvantage. Limiting these spells hurts characters who prepare them, but not as much as in earlier editions. Originally, clerics who prepared a just-in-case spell like remove curse lost a spell slot, which they could have devoted to a healing spell that would always prove useful.

Precedent. Many adventures through D&D’s history include curses and other afflictions that resist mere spells.

Healing potions can be consumed with a bonus action.

A character can spend a bonus action to drink a healing potion. Administering a potion to another character still requires an action.

Advantage. When a typical round takes several minutes of real time, losing an action to drink a healing potion feels like a bummer. Also, a player who needs a potion probably needs that action to turn the tide of battle.

Disadvantage. If your campaign awards a typical amount of treasure, then the 50 gp cost of a healing potion quickly becomes negligible, especially when characters have little else to spend money on. If drinking becomes a bonus, expect smart players to litter battlefields with empty vials. Still, this change probably won’t upset the game’s balance.

Lead rules designer Jeremy Crawford might prefer that you not mistreat bonus actions as just a lesser sort of action though.

Characters gain a bonus feat at first level.

Advantage. Granting characters an extra feat enables more customization, especially for groups who tend to shorter, low-level campaigns. Some DMs even allow characters who reach ability score increases to gain both an increase and a feat rather than choosing one.

Disadvantage. Some feats grant big boosts in power. See The Two D&D Feats Everyone Loves, How to Build a D&D Polearm Master That Might Be Better Than a Sharpshooter, and How to Build a Sharpshooter Who Wins D&D. Also, the Lucky feat may as well be called Never Fail a Save. The power of feats means that bonus feats steeply increase the power curve for characters. Some groups don’t mind because they see combat as a way for characters to show off their prowess rather than a challenge that endangers heroes. Some DMs don’t mind because they happily dial up the opposition to match.

Also, pairing extra feats with ability score increases strongly encourages multi-class characters to take class levels in blocks of 4.

Precedent. If you like this rule because it allows extra customization, you may benefit by switching game systems. Pathfinder 2 modularizes character advancement into choices of feats and allows much more customization of characters.

Players can delay their turn to take a later place in initiative.

Advantage. Too often, the slow, tough characters who open the dungeon door roll a low initiative while the quicker skirmishers in back roll high. The tanks in front wind up bottling up the door because the rules offer no way for the bladesinger in back to just wait for the paladin to step out of the damn way.

Also, some groups enjoy the tactical options unlocked by letting characters delay.

Disadvantage. The D&D designers sought faster play and a leaner game by dropping the delay option. For more, see 3 Actions D&D Players Want That Defy the Game’s Design Choices.

I favor a lightweight alternative to a full delay option. Before combat starts, let players opt for a lower initiative than they rolled.

Precedent. Third and fourth edition both included a delay option. For a suggested delay rule adapted from those editions, see What to Do When a D&D Player Wants to Be Ready, Call a Shot, or Delay.

Characters who fail a death save suffer a level of exhaustion.

Advantage. Players intent on wringing every advantage from the game rules will only heal characters when they drop, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Disadvantage. Although this penalty encourages players to keep their friends in the game rather than incapacitated by 0 hit points, the rule remains a penalty that will sometimes prove unavoidable.

Precedent. In first edition, characters brought to 0 or fewer hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.” However, due to house rules, I never saw this penalty enforced.

What to Do When a D&D Player Wants to Be Ready, Call a Shot, or Delay

Without knowing any rules—without knowing a d20 from a d12—new Dungeons & Dragons players can join a party and love the game at least as much as veteran players. Everything feels fresh and thrilling, so often the newcomers have more fun. They play without rules by just imagining themselves as heroes and asking what they would do.

For the rest of us, knowing the rules can interfere with that primal experience. Instead of interacting with the D&D world, we slip into interacting with the rules. So when we hear footsteps approaching a door, instead of nocking an arrow and drawing a bow, we ask to ready an attack action for when a monster opens the door. In this example, that ready action breaks the rules because ready only applies during combat’s initiative order.

My last post described 3 times when players ask to use rules not even in the game. The game omits the supposed rules because they would run against D&D’s design approach. Often, past editions of the game even included these extra rules, but fifth edition’s more economical design forced them out. That post explained the designers’ choices and how to explain the missing rules to players.

Still, although the rules only allow ready actions in combat, lack a system for called shots, and omit the delay action, characters can still aim a drawn bow at a closed door, shoot for the tentacle gripping a friend, and perhaps even wait for the slow paladin to stop blocking the door.

This post offers advice for ruling on all those requests without inventing rules that the designers skipped for good reasons.

1. Readying an action outside of combat.

Players usually ask to ready outside combat for one of two reasons:

  • They expect trouble and want to stay alert.

  • They want to attack first. 

D&D lead rules designer Jeremy Crawford explained how he handles the request to stay alert. “Usually what that means is they won’t be surprised at my table.” Alternately, you could grant the character advantage on perception checks and a cooresponding +5 to passive perception until the situation changes or you judge that the characters’ attention would ease to a normal level. Nobody can stay especially alert all the time except barbarians with Feral Instinct. Impinging on a class feature would make barbarians angry. You wouldn’t like that.

Often, attempts to gain the first attack fall under surprise rules. When a party prepares to attack something inside a closed door and that foe remains unaware of the threat, then the monster starts combat surprised. If the monster knows about the threat, then the situation matches the usual start of a fight: Everyone is ready. Roll initiative to see who goes first. DMs who rule that a character with an arrow pulled only needs an instant to aim and shoot might give that character advantage on initiative. Don’t make the first attack automatic. We’ve all seen countless scenes where some skilled fighter stares down a poised weapon, and then uses lightning reflexes to strike first.

2. Called shots.

Usually players ask to call shots to gain a quicker route to taking a foe from a fight. To that I say, “Your characters are experts at combat. With each attack, they use their skills to find the best opportunity to land a blow that deals the most damage and that offers the best chance of taking your foe out of the fight.”

The second-edition Dungeon Master’s Guide limited called shots with a rule that remains sound in fifth. “Against a creature, a called shot will only cause the normal amount of damage allowed by the weapon. Attempts to blind, cripple, or maim will not succeed.”

Such a limit quashes most interest in called shots, so the designers opted for rules economy over adding rules for called shots. Still, players may want to temporarily impose a condition like Blinded, Deafened, or Prone. Conditions in D&D typically last a round or allow saves every turn. Players could also aim to distract, slow movement, or disarm.

The latest Dungeon Master’s Guide includes rules for disarming a foe (p.257). For other conditions, game designer Justin Alexander suggests some sensible, but untested rules. His post details the design decisions behind called shots. Called shots typically suffer a penalty of -2 or -4 as judged by the DM. (Don’t impose disadvantage, because that creates an incentive to call a shot whenever an attack would suffer disadvantage anyway. D&D lacks double disadvantage.) If the called shot succeeds, then you deal damage normally and the target must make an appropriate saving throw or suffer the effect. I recommend calculating a saving throw DC using a formula similar to the Battle Master fighter’s Maneuver save DC. Add 5 + your proficiency bonus + your choice of Strength or Dexterity modifier. 

Delay a turn.

Fifth edition skips the delay action because the extra option adds extra rules baggage and may slow play.

Nonetheless, in one case players who delay their place in initiative can smooth play without adding any complexity to the rules. That case comes when you first arrange initiative before any creature takes an action. Too often, the slow, tough characters at the door roll low while the quicker skirmishers in back roll high. Those tanks wind up bottling up the door because the rules offer no way for the bladesinger in back to just wait for the paladin to step out of the damn way. Before initiative starts, let players opt for a lower initiative count.

For the players who enjoy the tactical intricacies brought by the delay action, groups can import the delay rules in earlier editions of D&D and in D&D’s sister system Pathfinder. Here are the rules the designers wished to avoid.

Delay

By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until sometime later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You also can’t interrupt anyone else’s action (as you can with a readied action).

Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

When you Delay, any persistent damage or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. You can’t Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.

3 Actions D&D Players Want That Defy the Game’s Design Choices

Sometimes Dungeons & Dragons players ask to do things that the rules don’t handle—and not just because no roleplaying game’s rules can cover everything. The game omits the added rules because they would run against D&D’s design approach. Often, past editions of the game even included these extra rules, but fifth edition’s more consistent design forced them out.

This post isn’t about the rules fifth-edition Dungeons & Dragons could have included, but which the design skips for brevity. The D&D designers intentionally avoid providing rules for everything. “We want a system that trusts the DM to make the right call for any particular situation, rather than create many highly specific chunks of rules text in an attempt to cover every possible situation,” writes designer Rodney Thompson.

What actions aren’t covered by the D&D rules because they defy the game’s design choices?

1. Readying an action outside of combat.

In the early days of D&D, players liked saying, “I ready my sword” or “I nock an arrow.” Back then, initiative ran by house rules and DM whim, so this sort of declaration might win an edge. In an example of playing D&D that Gary Gygax wrote for the Europa zine in 1976, the DM grants the party +1 to a d6 initiative roll for being prepared. Only Unearthed Arcana (1985) actually put a benefit for readiness into print. “A bow specialist who begins the round with arrow nocked, shaft drawn, and target in sight is entitled to loose that arrow prior to any initiative check.” (See For 10 Years D&D Suffered From an Unplayable Initiative System. Blame the Game’s Wargaming Roots.)

Despite the lack of rules benefits, such declarations might prevent an adversarial dungeon master from deciding that because you never said that your sword was drawn, a fight caught you unprepared. In those days, many gamers saw thwarting and punishing players as part of the DM’s role. That attitude has fallen from favor. Nowadays, even though you never mention that your character started the day by putting on pants, we still assume pants.

The old spirit of readiness continues today. In a Sage Advice segment, D&D lead rules designer Jeremy Crawford says, “People often want to ready actions before combat has even started.”

Why “readying” does nothing. Jeremy says, “The ready action is an action you take in combat, so there’s really no such thing as readying before combat has started.”

What a DM should say. Maybe nothing. “I rarely correct them,” Jeremy says. He interprets the ready request as the player signaling their intent to stay alert. “Usually what that means is they won’t be surprised at my table. So even though I won’t have the mechanics of the ready action play out, I will still reward them for thinking in advance and signaling intent.”

To more rules-oriented players say, “In D&D, everyone who isn’t surprised starts a fight ready. Initiative lets us decide who among the ready combatants goes first.” (Surprised combatants also have a place in initiative, but they take no actions while surprised.) For more on what to tell players about initiative, see What to do when a player interrupts a role-playing scene to start a battle.

2. Called shots.

Sometime in every player’s D&D career, they get the idea of skipping the process of hacking through all a creature’s hit points by simply chopping off their weapon hand or blinding them with a blow to the eyes. Earlier editions of D&D termed attacks that aimed for a specific body part “called shots” and the game once included rules for such strikes. No more.

Why the rules don’t include called shots. The fifth-edition Player’s Handbook explains, “Hit points represent a combination of physical and mental durability, the will to live, and luck.” That’s a lot of possibilities. The game rules rely on this vagueness to allow characters to regain all their hit points after a short rest rather than a long hospital stay.

The moment characters start attempting to gouge their foes’ eyes out and villains return the favor, the game loses the useful abstraction of hit points. Also, if aiming for a particular body part proved more effective, why would anyone bother with regular attacks? The second-edition Dungeon Master’s Guide allowed called shots, but explained, “Because the AD&D game uses a generalized system for damage, called shots cannot be used to accomplish certain things. Against a creature, a called shot will only cause the normal amount of damage allowed the weapon. Attempts to blind, cripple, or maim will not succeed.”

What a DM should say. “Your characters are experts at combat. With each attack, they use their skills to find the best opportunity to land a blow that deals the most damage and that offers the best chance of taking your foe out of the fight.”

3. Delaying an action.

In third and fourth edition, players could delay their actions to later in the initiative count. This helped players coordinate actions with other players using an advanced strategy called you set ’em up and I’ll knock ’em down. Players who remember the flexibility of delaying still ask for it.

Why the rules don’t include delaying. The fifth-edition designers chose to eliminate delaying to simplify the rules and speed play.

Many spell durations and combat effects last until the beginnings and endings of turns. An option to delay complicates the rules for such effects and the bookkeeping needed to track them. “Simply by changing when your turn happens, you could change the length of certain spells,” explains the Sage Advice Compendium. “The way to guard against such abuse would be to create a set of additional rules that would limit your ability to change durations. The net effect? More complexity would be added to the game, and with more complexity, there is greater potential for slower play.”

An option to delay encourages players to analyze and discuss the optimal order for their turns during every round. “Multiply that extra analysis by the number of characters and monsters in a combat, and you have the potential for many slow-downs in play.”

What a DM should say. “Everyone in a fight acts at once. We just have turns to make some sense of that activity. If you delay, you do nothing while everyone else acts. At best, you can start an action and attempt to time it so that it finishes right after something else happens. That’s called readying an action.”

How D&D Got an Initiative System Rooted in California House Rules

Some groups playing first-edition Advanced Dungeons & Dragons might have run initiative by the book, but with the incomprehensible rules text, no one knew for sure. Besides, the full rules proved so complicated and cumbersome that most groups threw some out in favor of a faster pace. Even AD&D author Gary Gygax ignored most of it. “We played to have fun, and in the throws of a hot melee, rules were mostly forgotten.” (See For 10 Years Dungeons & Dragons Suffered From an Unplayable Initiative System. Blame the Game’s Wargaming Roots.)

For the designers working on second-edition Advanced Dungeons & Dragons, updating these rules posed a challenge. D&D’s management had required the designers to make their new version of AD&D broadly compatible with the original. Even after years on store shelves, plenty of first-edition products continued to sell. TSR wanted to keep that income coming. (See From the Brown Books to Next, D&D Tries for Elegance.)

So second edition needed a version of the first-edition initiative rules, but which rules? First-edition players handled initiative in countless ways, none precisely by the book. The second-edition team settled on all of those ways. Like before, each side rolled a die and the winning roll went first. Beyond that, second edition offered enough optional rules to reconstruct whatever system a group already used. Groups that favored a system complicated by spell casting times and weapon speed factors could keep it.

Second edition also kept the wargame-inspired rule where players declared their actions before a round, and then had to stick to plan as best they could. Many groups chose to ignore this rule. Wizards of the Coast founder Peter Adkison says, “I’ve had many conversations with fans who were really big fans of AD&D and who never really left second edition. I would say, ‘So you like the declaration phase?’ And the answer would always be, ‘Oh we don’t play that way.’ So you like AD&D better because you don’t play by the rules!”

When Adkison led Wizards of the Coast to buy TSR, he granted the third-edition design team permission to redesign initiative—and the rest of D&D—without keeping broad compatibility. Adkison simply charged the team with creating the best D&D game possible.

To start, the team looked at how gamers actually played second edition. Few groups declared actions before a round, and groups that did found the process slowed the game. Third-edition lead designer Jonathan Tweet explains, “Eventually what you ended up doing is you had to tell the DM what you were doing every round twice.”

Most tables did roll initiative every round. That added some exciting uncertainly, but also friction. “It takes forever to go through the round because no one knows who’s next and people get dropped.”

Despite having so many systems to choose from, none of the options pleased anyone. Co-designer Monte Cook says, “Initiative was probably the longest knock down drag out kind of fight. We must have gone through—no exaggeration—like 8 different, completely different, initiative systems.”

Meanwhile, in Tweet’s home games, he used a system that he hesitated to propose to the other designers. “I said to the group, ‘I want to try this cyclical initiative. It’s always worked for me, but it’s so different from AD&D. You know what, it’s probably so different that even if it’s better, people would not like it.’”

For the origin of cyclical initiative, the story goes back to D&D’s early days.

The original D&D books omitted a rule for who acts first in a fight. For that, co-designer Gary Gygax supposed gamers would refer to his earlier Chainmail miniatures rules. In practice, players rarely saw those old rules. As the game spread virally from the creators’ local groups and from the conventions they attended, gamers in the Midwest learned to play D&D.

Gamers in the West found D&D too, but those communities lacked the same word-of-mouth connection to the game’s creators. Necessity forced those players to make up rules to patch the gaps in the rule books. Copies of these fans’ informal game supplements spread from table-to-table.

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

A group of gamers around Caltech created Warlock. “What we have tried to do is present a way of expanding D&D without the contradictions and loopholes inherent in the original rules and with various supplements.”

Future RuneQuest designer and D&D supplement author Steve Perrin wrote a set of house rules that came to be called The Perrin Conventions. He distributed his rules at California’s DunDraCon I in March 1976.

The enthusiasts working on these West coast D&D enhancements lacked Dave and Gary’s deep roots in wargaming, so they found fresh answers to the question of who goes first. Instead of an arcane system built on weapon types, they worked from the description of the Dexterity attribute in original D&D’s Men & Magic booklet (p.11). Dexterity indicates the characters “speed with actions such as firing first, getting off a spell, etc.” So Warlock lets the spellcaster with the highest Dexterity goes first, and The Perrin Conventions explain, “First strike in any situation, whether melee combat, spell casting, or whatever depends on who has the highest dexterity.”

Meanwhile, D&D hooked California physician J. Eric Holmes, but the original game’s obtuse and incomplete rules frustrated him as much as anyone. So he contacted Gygax and volunteered to write rules for beginners. Gygax already wanted such an introduction, but he lacked time to write one because he also wanted to create his new advanced version of D&D. He welcomed Holmes’s unexpected offer and compared it to divine inspiration.

Starting with the original rule books plus the Blackmoor and Greyhawk supplements, Holmes made D&D comprehensible while keeping “the flavor and excitement of the original rules.” As much as he could, he reused wording from the original game. But J. Eric Holmes had learned to play D&D from the Caltech Warlock rules and he probably had seen The Perrin Conventions. That experience led him to pitch Warlock’s spell-point system to Gygax. We know how that turned out. Gary hated spell points. However, Holmes’s take on D&D included one West coast innovation: The character with the highest Dexterity struck first. Back then, monster stats lacked a number for Dexterity, so the rules explain, “If the Dungeon Master does not know the dexterity of an attacking monster, he rolls it on the spot.”

Holmes’ revision became the 1977 Basic Set known for its rule book’s blue cover. That version of the rules introduced young Jonathan Tweet to D&D. Even when new versions of D&D appeared, Tweet stuck to his interpretation of the 1977 initiative rule. “It was really fast. Everyone knew what order you went in.”

Fast forward twenty-some years to the design of third edition when Tweet proposed his home initiative system inspired by that blue rule book. He called the system cyclical because instead of re-rolling initiative every round, turns cycled through the same order.

The design team’s third member, Skip Williams brought deep roots into AD&D. Williams had played in Gary Gygax’s home campaign and came from years of experience answering AD&D questions as Dragon magazine’s sage. Tweet suspected Williams would hesitate to test an initiative system that defied AD&D tradition, but Williams said, “Well, let’s try it.”

“We played one battle using initiative that goes around in a circle instead of being different every round and it was so much faster,” Tweet recalls. “It feels more like combat because it’s faster. By the end of the turn, by the end of the 5 hours playing D&D, you’ve had way more fun because things have gone faster.

“One of the big things that I learned from that experience is how well people took to a rule that on paper they rejected but in practice they saw how well it played.”

Monte Cook says, “If you can look at something that happens 20, 30, 50 times during a game session, and eliminate that or decrease it hugely, you’re going to make the game run faster, more smoothly. That idea is now a big part of my game designer toolbox.”

In today’s fifth edition, cyclic initiative now seems like an obvious choice, but the D&D team still considered alternatives. Some players tout the side initiative system described on page 270 of the fifth-edition Dungeon Masters Guide. The opposing groups of heroes and monsters each roll a die, and then everyone in the group with the highest roll goes. Unlike in past editions, nobody re-rolls initiative; the sides just trade turns. The designers chose against this method because the side that wins initiative can gang up on enemies and finish them before they act. At low levels, when a single blow can take out a foe, winning side initiative creates an overwhelming advantage.

Many players find side initiative even faster than individual initiative. Side initiative could also encourage tactically-minded players to spend time each round planning an optimal order for their turns. Some players enjoy that focus. However, if you aim for fast fights where rounds capture the mayhem of 6-seconds of actual battle, avoid encouraging such discussion.

Why do you prefer your favorite method for deciding who goes first?

Related: 13 of the Craziest Quirks in the Dungeons & Dragons Rules

For 10 Years D&D Suffered From an Unplayable Initiative System. Blame the Game’s Wargaming Roots

While every version of Dungeons & Dragons has a rule for who goes first in a fight, no other rule shows as much of the game’s evolution from what the original books call rules for “wargames campaigns” into what the latest Player’s Handbook calls a roleplaying game about storytelling.

Before you old grognards rush to the comments to correct my opening line, technically the original books lacked any way to decide who goes first. For that rule, co-creators Gary Gygax and Dave Arneson supposed gamers would refer to Gary’s earlier Chainmail miniatures rules. In practice, players rarely saw those old rules. The way to play D&D spread gamer-to-gamer from Dave and Gary’s local groups and from the conventions they attended. D&D campaigns originally ran by word-of-mouth and house rules.

Gygax waited five years to present an initiative system in the Advanced Dungeons & Dragons Dungeon Master’s Guide (1979). Two things made those official rules terrible.

  • Nobody understood the system.

  • Any reasonable interpretation of the system proved too slow and complicated for play.

Some grognards insist they played the first-edition Advanced Dungeons & Dragons initiative system by the book. No you didn’t. Read this 20-page consolidation of the initiative rules as written, and then try to make that claim. Grognardia blogger James Maliszewski writes, “Initiative in AD&D, particularly when combined with the equally obscure rules regarding surprise, was one of those areas where, in my experience, most players back in the day simply ignored the official rules and adopted a variety of house rules. I know I did.”

Not even Gygax played with all his exceptions and complications. “We used only initiative [rolls] and casting times for determination of who went first in a round. The rest was generally ignored. We played to have fun, and in the throws of a hot melee, rules were mostly forgotten.”

With Advanced Dungeons & Dragons, the D&D story grows complicated, because original or basic D&D soldiered on with workable initiative systems. My next tale will circle back to D&D, but this one focuses on first-edition AD&D, the game Gygax treated as his own. (See Basic and Advanced—the time Dungeons & Dragons split into two games.)

Some of the blame for AD&D’s terrible initiative system falls back on Chainmail and Gygax’s love for its wargaming legacy.

Chainmail lets players enact battles with toy soldiers typically representing 20 fighters. The rules suggest playing on a tabletop covered in sand sculpted into hills and valleys. In Chainmail each turn represents about a minute, long enough for infantry to charge through a volley of arrows and cut down a group of archers. A clash of arms might start and resolve in the same turn. At that scale, who strikes first typically amounts to who strikes from farthest away, so archers attack, then soldiers with polearms, and finally sword swingers. Beyond that, a high roll on a die settled who moved first.

In Advanced Dungeons & Dragons, the 1-minute turns from Chainmail became 1-minute melee rounds. Such long turns made sense for a wargame that filled one turn with a decisive clash of arms between groups of 20 soldiers, but less sense for single characters trading blows.

Even though most D&D players imagined brief turns with just enough time to attack and dodge, Gygax stayed loyal to Chainmail’s long turns. In the Dungeon Master’s Guide (1979), Gygax defended the time scale. “The system assumes much activity during the course of each round. During a one-minute melee round many attacks are made, but some are mere feints, while some are blocked or parried.” Gygax cited the epic sword duel that ended The Adventures of Robin Hood (1938) as his model for AD&D’s lengthy rounds. He never explained why archers only managed a shot or two per minute.

Broadly, Advanced Dungeons & Dragons held to Chainmail’s system for deciding who goes first. Gygax also chose an option from the old wargame where players declared their actions before a round, and then had to stick to plan as best they could. “If you are a stickler, you may require all participants to write their actions on paper.”

Why would Gygax insist on such cumbersome declarations?

In a D&D round, every character and creature acts in the same few seconds, but to resolve the actions we divide that mayhem into turns. This compromise knots time in ridiculous ways. For example, with fifth edition’s 6-second rounds, one character can end their 6-second turn next to a character about to start their turn and therefor 6 seconds in the past. If they pass a relay baton, the baton jumps 6 seconds back in time. If enough characters share the same 6 seconds running with the baton, the object outraces a jet. Now expand that absurdity across AD&D’s 1-minute round.

Years before D&D, wargamers like Gygax had wrestled with such problems. They couldn’t resolve all actions simultaneously, but players could choose actions at once. Declaring plans in advance, and then letting a referee sort out the chaos yielded some of the real uncertainty of an actual battle. Wargamers loved that. Plus, no referee would let players declare that they would start their turn by taking a relay baton from someone currently across the room.

Especially when players chose to pretend that a turn took about 10 seconds, the Chainmail system for initiative worked well enough. In basic D&D, turns really lasted 10 seconds, so no one needed to pretend. Many tables kept that system for AD&D.

But nobody played the advanced system as written. Blame that on a wargamer’s urge for precision. Despite spending paragraphs arguing for 1-minute rounds, Gygax seemed to realize that a minute represented a lot of fighting. So he split a round into 10 segments lasting as long as modern D&D’s 6-second rounds. Then he piled on intricate—sometimes contradictory—rules that determined when you acted based on weapon weights and lengths, spell casting times, surprise rolls, and so on. In an interview, Wizards of the Coast founder Peter Adkison observed, “The initiative and surprise rules with the weapon speed factors was incomprehensible.”

In a minute-long turn filled with feints, parries, and maneuvering, none of that precision made sense. On page 61, Gygax seemed to say as much. “Because of the relatively long period of time, weapon length and relative speed factors are not usually a consideration.” Then he wrote a system that considered everything.

Some of the blame for this baroque system may rest on the wargaming hobby’s spirit of collaboration.

Even before D&D, Gygax had proved a zealous collaborator on wargames. Aside from teaming with other designers, he wrote a flood of articles proposing variants and additions to existing games. In the early years of D&D, Gygax brought the same spirit. He published rules and ideas from the gamers in his circle, and figured that players could use what suited their game. In the Blackmoor supplement, he wrote, “All of it is, of course, optional, for the premise of the whole game system is flexibility and personalization within the broad framework of the rules.”

I doubt all the rules filigree in AD&D came from Gygax. At his table, he ignored rules for things like weapon speed factors. Still, Gygax published such ideas from friends and fellow gamers. For example, he disliked psionics, but he bowed to his friends and included the system in AD&D. (See Gary Gygax Loved Science Fantasy, So Why Did He Want Psionics Out of D&D?.)

Weapon speed factors fit AD&D as badly as anything. In theory, a fighter could swing a lighter weapon like a dagger more quickly. Did this speed enable extra attacks? Not usually. Instead, light weapons could strike first. But that contradicted Chainmail’s observation that a fighter with a spear had to miss before an attacker with a dagger could come close enough to attack. Gygax patched that by telling players to skip the usual initiative rules after a charge.

AD&D’s initiative system resembles a jumble of ideas cobbled together in a rush to get a long-delayed Dungeon Master’s Guide to press. The system piled complexities, and then exceptions, and still failed to add realism. In the end, AD&D owed some success to the way D&D’s haphazard rules trained players to ignore any text that missed the mark.

In creating D&D, Dave Arneson and Gary Gygax faced a unique challenge because no one had designed a roleplaying game before. The designers of every roleplaying game to follow D&D copied much of the original’s work. Without another model, Gygax relied on the design tools from wargames. His initiative system may be gone, but ultimately Gary’s finest and most lasting contribution to D&D came from the lore he created for spells, monsters, and especially adventures.

Next: Part 2: “It’s probably so different that even if it’s better, people would not like it.”

Should Charm Person Work Like a Jedi Mind Trick?

In three original, brown Dungeons & Dragons books, what spell ranks as the most powerful? At 6th level, disintegrate could turn someone to dust, but charm person could put someone “completely under the influence of the Magic-User until such time as the ‘charm’ is dispelled.” Would you rather turn a foe to dust or turn a king or empress into your thrall? And charm person rates as a mere 1st-level spell, available to the weakest of mages.

Charm person brings more power. No contest. Why did such a potent spell land at first level? Read to the end for the answer.

D&D’s fifth-edition rules curtail charm person’s original power. “The charmed creature regards you as a friendly acquaintance.” But even weakened, the spell might outrank disintegrate. Would you rather turn a hostile king to dust or make him regard you as a friendly acquaintance? You could go far with help from a powerful and friendly acquaintance.

Charm person delivers power, but when I play wizards, the spell’s potential frustrates me. I dream of using charm like a sort of Jedi mind trick, subtly casting it with a hand wave and making allies—or at least friendly acquaintances—of all who stand in my way.

I’m thwarted because charm person is a spell, and spells work differently than Jedi mind tricks in two key ways:

  • People usually notice someone casting a spell.
  • Spellcasting takes longer than a hand wave.

According the Player’s Handbook (p.203) spells with verbal components require “the chanting of mystic words.” Somatic components add “forceful gesticulation or an intricate set of gestures.” Most D&D worlds make magic common enough for ordinary folks to recognize spellcasting when it starts.

Folks also know that spells can pose severe danger. A spellcaster can shoot bolts of fire, or worse, compel you to do terrible things.

In many D&D scenes, someone who witnesses spellcasting will probably assume the worst and take sensible precautions—if not violent steps. Even villagers will know that they can’t usually be ensorcelled by someone who can’t see them.

Folks in the market won’t assume someone who starts a spell intends to use prestidigitation to clean a stain. Spells can make you do terrible things—like give away free merchandise.

Of course, the circumstances matter. Today, if an actor in a play pulls a gun, no one clears the theater. If someone in the audience pulls a gun, people take cover. Spellcasting has as much potential to be deadly or entertaining.

To cast a spell without provoking a fight, characters may need to fool their target into believing a spell is harmless, or even beneficial. Can the wizard bluff the chief into expecting a spell that will lift a curse? Despite any deception, targets with arcane knowledge may recognize a spell from the casting. They may even loose a counterspell.

Spellcasting in a D&D world often looks like a potentially hostile act. Can a target do anything before a spell like charm takes effect?

Often, yes.

In D&D, when someone in a tense situation makes a provocative move, roll initiative. Then, start taking turns from the top of initiative order. Nobody has to start fighting, but if the queen’s guards see the wizard start chanting and gesturing, they may loose arrows.

To some players, forcing the wizard into initiative order either seems unfair or defies their sense of the game. The wizard acted first, right?

Stop imagining initiative as a way to settle who starts acting first. In D&D, everyone in a round does 6 seconds of fighting all at the same time. Turns just exist as a completely unrealistic way to make sense of all those actions in a fun way. Who starts their 6 seconds first matters far less than who finishes first. The first to finish lands the first blow.

To picture how initiative works, imagine a Western where two gunslingers face each other. Each dares the other to draw, but the first to move may still fall to someone quicker to shoot.

“But,” players argue, “The wizard gained surprise, because our characters were just talking.”

No. The players at the kitchen table are just talking. In the game world, the queen faces a group of hardened, armed killers. While the woman with the lute seems agreeable, the ranger keeps an arrow nocked and the dwarf fingers his axe and glowers. (Charisma was his dump stat.) The queen knows these types by bloody reputation. When wizard the starts chanting, no one feels surprise except the ranger. (That player is sending a text.)

This sometimes defies players’ expectations, so when someone interrupts a role-playing scene with an attack, I explain that despite their “surprise,” everyone will act in initiative order. Then I ask if they still want to start something.

Initiative does more than support the game’s fiction; it avoids rewarding instigators with a free attack. Many players enjoy role-playing scenes, so don’t reward impatient players who spoil the dialog. (For more, see What to do when a player interrupts a role-playing scene to start a battle.)

Sometimes a wizard can cast spells without starting a fight by concealing the act of casting. Mystic words and forceful gestures seem hard to hide, but some combination of distraction, background noise, and concealment might succeed. In a noisy ballroom, a caster could make a Dexterity (Slight of Hand) check to hide a gesture. In the throne room, a party member might engineer a noisy distraction. Perhaps, with a Charisma (Performance) check, a bard can conceal mystic words and gestures in a song and dance. These misdirections give players a chance to show skill and ingenuity.

Still, if characters aim to charm the queen, they probably have to find a way to get her alone somewhere in the caster’s line of sight. Otherwise, her court would see the bard’s song and dance, note the queen’s change in attitude, and connect the dots. Guards know that the queen can’t be spellbound by a bard with a split skull.

With these challenges, charming someone powerful starts looking less like a quick way to wealth and influence and more like a heist. Such undertakings make great adventures.

By now, many readers probably want to set me straight in the comment section. “Hey dummy, The Jedi mind trick isn’t charm person, but more like suggestion.” Do the suggestion spell’s components resemble a hand wave and the suggested instruction? “These aren’t the droids you’re looking for.”

A soft dungeon master could allow their children such tricks, but that defies the game. Verbal components consist of mystic words. In a tweet, designer Jeremy Crawford confirms the rules. “The spell’s suggestion is a separate, intelligible utterance.”

Suggestion appeared in the Greyhawk supplement two years before Star Wars reached theaters, and Gary Gygax drew inspiration from hypnotism, not Jedi.

If you want to use charm to turn enemies into friends and use suggestion to bend the will of kings and queens, you need skill and a clever plan—or to play a sorcerer with the Subtle Spell metamagic option. As a DM, I relish seeing players show ingenuity in my D&D games, so I favor these limitations. As a player, well, I’m creating a sorcerer for my next character. Always look out for sorcerers.

Why did Gary Gygax put the original charm person spell at first level despite its power? Original D&D debuted as a tightly-focused game where treasure hunters entered dungeons, spent turns moving and fighting, and kept score in gold. (See The Surprising Trait Fourth Edition Shared With Original Dungeons & Dragons.) Characters in dungeons didn’t meet queens or even shopkeepers to charm. Instead, magic users cast charm person to turn one attacking orc into an ally who could walk ahead. Such redshirts died in the next trap or next battle. As the game blossomed, D&D’s simple style of play disappeared. As soon as Greyhawk reached players, charm person started to weaken. Fifth edition includes the weakest version yet. Even so, at 1st level, charm person rates as strong.

Unfrozen DMs, Annoying Spells, Dynamic Battles, and More Insights from the Comment Section

Time for another trip to the comment section.

The unfrozen dungeon master

In The Plight of the Unfrozen Dungeon Master, I wrote about DMs returning to Dungeons & Dragons and adapting the changes in the way folks play the game.

Edgewise wrote “One thing everyone needs to learn is that there are many different legit styles of GMing. There is no single new and current approach, and if there was, it wouldn’t be ‘better.’

My post highlighted a shift in play style from cooperating to overcome deadly challenges to a style aimed at developing characters and their stories.

Even in the same campaign, D&D can accommodate both styles. To span styles, DMs need to separate their roles in the game. Unfrozen DMs like me first learned to act as impartial referees who bring challenges and control monsters. Even in a story-focused game, that role remains important because compelling tales put characters through a wringer. We unfrozen DMs know when to tell players no(sometimes). The collaborative storyteller learns to say yes and become the character’s biggest fans. We can all learn to welcome the players ideas and weave them into the game.

This post also prompted some discussion of Matthew Finch’s A Quick Primer for Old School Gaming, a pamphlet I mentioned in A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons. The pamphlet merits a read. Just as unfrozen DMs can learn from the game’s innovations, newer DMs can learn from D&D’s original style of play.

I failed to explain why a Lair Assault game made such a bad match for an unfrozen DM’s style. Thanks go to Marty from Raging Owlbear for making up for the lapse.

Lair Assault was an organized play event where players were challenged to optimize a party build in order to defeat a specifically designed difficult scenario.

It was not a home game. It was not Adventurers League. It was more akin to a cooperative board game where it was the players vs. the game with the DM acting as the ‘AI’ of the scenario.

This means that the DM changing the Lair Assault scenario is breaking the whole concept of the Lair Assault. The whole point of Lair Assault was to stick to the rules as written to “win” the scenario. If the DM changes the scenario as written, it’s not fair to the players who signed up for that specific game mode. The DM is breaking the agreed upon play style.

Preparing situations

Don’t Prepare Plots and Encounters—Do This Instead advised DMs to build games around situations rather encounters.

Grimcleaver offered an alternative approach that mixes specific encounters with some improvisation.

Take your normal map with encounters scattered around, cut out all the same encounters and put them in a bullet point list. Then just sit back. When the time seems set for one of the encounters–run it. They need be in no preordained place on the map so long as the circumstances are right. They collapse the mine entrance with an avalanche? Fine, but a ways out they discover tracks–a warband of the creatures must have been out when the cave was sealed. If they do the expected thing and follow them into the woods then your first encounter can be whatever you’d planned, but in a clearing in the woods. If they come up with another crazy out of the box solution and subvert that situation? Well that’s fine, you have the encounter prepped and in your notes whenever you need it–and the PCs get to do something else clever.

What I try to go for is to have a list of encounters that are both dramatic and balanced that I can drop in anywhere to use as filler or twists or kickoff points to further the action. If what the PCs are doing is proactive and interesting on its own, that’s better. I’ll stick with that. But when things slow down and the players need an external stimulus, bam I can throw down an encounter that works.

This technique resembles the way I sometimes manage wandering monsters, so it makes a good addition to a preparation toolbox. But DMs who lean too heavily on the technique risk robbing players of meaningful choices. If options lead to the same encounters, do the players’ choices matter? See Illusionism: if player choices seem to matter, does it matter if they don’t?.

Character introductions

Replying to How to Get D&D Players to Make Unforgettable Character Introductions That Take a Minute or Less, Teos “Alphastream” Abadia reminded us that you don’t need a DM’s invitation to make an unforgettable introduction. “It may be worth mentioning that as players, we can also plan for a generic ‘fit anywhere’ scene. When a DM asks for a character introduction, you can drop it in. ‘My introduction isn’t about me standing here before you, but what led to my arrival. It started with a few shouts down the street, as I battled a pair of ruffians…’”

Spell templates

Regarding How to Create Wire Spell Templates for Dungeons & Dragons, skwyd42 asked a question: “I agree that wire templates are quite nice. However, these cones (and also circles) will have the issue of ‘partial squares’ when using a grid. I’ve yet to find a satisfactory solution for this issue. Any ideas?

The Dungeon Master’s Guide gives this answer: “Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square.” Likewise, if a cone fills half a square, it affects the square.

Alphastream offers a method suited to making square templates. “Should it be of help, during the 4E days I used a technique one of my friends had, using window screen tubing and wire. That same technique can be used for 5E.”

Gary Gygax’s plans for AD&D

In reply to Gary Gygax’s Thwarted Plans for Second-Edition Dungeons & Dragons, a couple of posters mentioned Joseph Bloch’s game Adventures Dark and Deep. This AD&D game attempts to capture the second edition Gary Gygax would have created, based on exhaustive research into Gary’s stated plans.

Joern Moller writes, “Isn’t Castles and Crusades (which Gary consulted on and supported) the game closest to his ideal version of D&D?

Correct. In Gary’s later years, he favored his own Lejendary Adventure Game. But when an occasion called for a modern take on D&D, he ran Castles & Crusades.

Annoying spells

In a response to How new changes created the 4 most annoying spells in Dungeons & Dragons, Andy Walker succeeded at diplomacy, by the standards of Internet comments.

I will try to be diplomatic here, and probably fail. I like some of the spells you hate in this post. Banishment? Sure it upsets the table temporarily, but the target gets a save, and IT WORKS BOTH WAYS. Try letting the villain banish the Barbarian or the Wizard as his opener, and suddenly the PCs are the ones on the defensive, pinata side. When a villain is banished, have him return invisible, or in Otiluke’s Resilient Sphere. Just because the baddie is gone, doesn’t mean he/she suddenly becomes stupid or helpless.

Counterspell? One of the best spells in the game. If you want an interesting duel between mages, this thing rocks. Nothing is more dramatic than causing the evil necromancer’s Disintegrate Spell to fail, or a PC’s high level spell, carefully selected for just this foe, to fizzle. And counterspell against a counterspell (yup, totally legal)? Mage Battle Royale!!!

This whole column seems like ‘things that annoy me as a DM because I didn’t prepare contingencies, and I’m too nice to use them against the PCs.’

If I ran a regular game with players who enjoyed such reprisals, I would relish banishment. However, most players find seeing their characters sidelined by banishment or counterspell more frustrating than fun. Fortunately for most players, unless DMs opt to drop spellcasters into most encounters, and then routinely switch up the stock non-player character spell lists, the annoying spells rarely work both ways.

Tracking initiative

I discovered my numbered technique for tracking initiative from Alphastream.

To use numbers, create a set of tents numbered from 1 up. When initiative starts, the players compare numbers and take the card the matches their place in the order. The highest takes 1, second highest 2, and so on. The DM takes cards for the monsters’ place in the order. Everyone sets the numbers at their spot at the table so everyone can see their place.

I have to give all praise to Paul Lauper Ellison, an amazing gamer and friend I first met during the days of Living Greyhawk 3.5 organized play,” Alphastream commented. “Paul came up with the idea of numbered tents (and made his first ones) for special Living Greyhawk events like Battle Interactives, where time was a big factor for success. We could shave off many minutes of the DM pausing to figure out who went when by using his tents.

During the first round, Paul would simply start placing numbers as the DM called out someone’s turn. I do the same as a player. I must say that by the end of the adventure/event, 99% of DMs have stopped tracking initiative on their end and are letting us do it, because it is so much better. Every player knows when their turn comes up, no one gets skipped, and we know when monsters go (typically, we place a number in front of the DM for each group of monsters, so a DM might go on both 4 and 9). It really is a brilliant system. These days, you see the system used all around Adventurers League, and it is all thanks to Paul!

As for handling monster initiatives, Alphastream writes, “I still assign them a number. Because most encounters have a few types of creatures (a bugbear, three orcs), and cards are used for each group of monsters, the players are used to seeing the DM have several numbers at the start of combat. They don’t know if a number belongs to one of the orcs (maybe one of them is a spellcaster) or something else, until the initiative passes (and even then, they may not notice).

It can also be fun to announce it. ‘And on number 5… nothing happens!’ It creates mystery and excitement at the table, as they wonder what will happen. If you use initiative numbers for things like traps and events (on every number 4, the volcano causes the ground to shake and all creatures make a Dex save to avoid falling), the players won’t always assume it’s a hidden monster. It really works well overall.

Dynamic combat scenes

In response to D&D Locations and Tactics that Encourage Dynamic Combat Scenes Alphastream offered more suggestions. (As you see, Alphastream’s comments make half this post. Thanks, buddy!)

One thing I would add is to give the characters obvious goals inside the room, to draw them in and give them things to do. Some examples: A monster is heading towards a lever, so it probably should be stopped. The treasure is in a clearly visible alcove, but a huge stone wall is dropping down to seal it off. A clockwork device begins to slowly count down.

When it comes to foes, making them interesting really helps. Four goblins and a wizard… everyone will target the wizard. But when you have goblins throwing strange alchemical or mechanical devices at the party, or if the goblins control levers that activate traps, suddenly players won’t know where to focus fire, and the battle gets interesting and dynamic. Even vivid descriptions can be effective. A common outcome in my home campaign is that they don’t focus fire (despite being very tactical) because the monsters all demand attention.

Terrain is also worth underscoring. Cover is important, but the design of the room itself will drive how players react. A ramp up the middle, elevated places, stacks of crates that can topple over, a chasm, a pit, a rope bridge with ropes you can clearly use to swing across, and other such terrain will all change the behavior of players and encourage at least a few of them to engage the battle in fun ways.

My terrain post also drew suggestions for dynamic encounters from Timothy Park. He adds too much good advice to quote here, so go back to the post and read the comment.

In the same post, I faulted the adventure Hecatomb for a lack of terrain, which set up monsters for execution by sharpshooters and other ranged attackers.

Stevey writes, “I helped with Hecatomb last spring also here in Montreal. I was to be DMing Tier 3. Upon reading it, I immediately noticed the open battle field effect you mentioned. I proceeded to create a dozen ‘Claws’ and a huge box of scatter terrain to hand out to the 10+ DM’s to help with this. I really think it helped. We even used it to help raise money (the Epic was for a charity) and gave away the terrain to those that donated.

Check out Steve’s stunning terrain props.

The terrain post led Duncan Rhodes from Hipsters & Dragons to create a list of terrain features that would improve a combat scene. See 101+ Terrain Features for Better Combats. I plan to draw from the list for inspiration.

From the authors of a 40-year-old adventure

Finally, during this site’s first year, I praised one of my favorite adventures, Escape from Astigar’s Lair, a 1980 tournament adventure Judges Guild sold for a mere $2. Authors’ Allen Pruehs and Ree Moorhead Pruehs, found my review and wrote, “Wow. Thank you for the compliments. We are blown away!” Their notice delighted me. Incidentally, I also listed Astigar’s Lair, among the 5 role-playing products that shaped how I play Dungeons & Dragons 1978-2000.

The Best Ways to Track Initiative in Dungeons & Dragons

In my last post on tracking initiative, I surveyed every tracking technique I knew, from apps to combat pads. Five years later, I feel ready for a stronger statement:

If you don’t use card stock tents to track initiative, you are doing it wrong.

Sure, you can still run a fun game, but with initiative tents, your game will become a bit better.

Initiative tents enable two tracking methods that both work well. If you track initiative wrong, you can choose which improvement suits you best. One technique puts names on the cards, the other uses numbers.

To use numbers, create a set of tents numbered from 1 up. When initiative starts, the players compare numbers and take the card the matches their place in the order. The highest takes 1, second highest 2, and so on. The DM takes cards for the monsters’ place in the order. Everyone sets the numbers at their spot at the table so everyone can see their place.

Initiative tents

To use names, each player puts their character name on a card. When initiative starts, the players roll and write their scores on their card. Someone collects the cards, and lines them up in initiative order where everyone can see. I let a player sort the cards before I drape them in order atop my DM screen.

These tracking methods boast two advantages: They make the initiative order visible to everyone, and they let the dungeon master delegate tracking to the players.

When players can see the tents and initiate order, they can see when their turn is coming and plan their actions. This speeds play. Plus, the visible initiative invites players to remind less-attentive people of their turns. It prevents DMs from accidentally skipping someone’s turn.

Numbered tents do a better job of keeping players aware of their place in the order, because everyone collaborates to establish the order and everyone displays a numbered tent.

Delegating DM chores to the players leads to better games. Typically, game masters run all the non-player characters, describe the action, track initiative, set up maps and figures, make rulings, and so on and on. The players mostly wait for the DM’s attention. A DM’s pace tends to bottleneck the pace of a role-playing session.

Delegation reduces the bottleneck created by the game master. Games move faster, so everyone enjoys more time adventuring. Plus, when players gain tasks to do, they remain engaged in the game and have more fun.

Unless you run games for young kids or new players, let the players manage most of the initiative.

Named tents do a better job of delegating initiative, because the DM can ignore the entire process of establishing the order.

Tracking with numbers

Dungeon master and D&D freelance author Teos Abadia champions tracking with numbers. You can read more about this method in his blog.

To make numbered tents, fold index cards and use a marker to write numbers on either side. Twelve cards should be enough for every player and type of monster. White cards work fine, but colored ones offer more visibility at the table. You can reuse numbered tents.

Tracking with names

For a minimal initiative tent, use index cards. Cutting a card lengthwise yields two tents suitable for draping across a DM’s screen. Cut from top to bottom for three, smaller tents suitable for standing on the table. I like using colored index cards and giving each player a unique color, so they can identify the color from across the table. All my monsters get white stock. Before a game session, pass out the cards and have players write a name on each side. When initiative starts, everyone rolls and writes their score on their card.

I prepare the monsters’ tents in advance. This lets me write the monster names and either pre-roll their initiatives or just use static initiatives that set all the monsters at 10 plus their dexterity bonus. Static initiatives rely on the players’ rolls for a random element. Skipping the monsters’ rolls saves time, but tends to cluster the monsters’ turns.

Many DMs who drape initiative tents on their DM screen use something to mark the current place in the turn order. A binder clip on the active character’s tent works well enough.

Although tents with just names and scores work well, I add extra information to my tents. With the tents draped across my DM’s screen, I gain a quick reference. For instance, I have players write their characters’ armor class and passive perception scores on their tents.

Some DMs who use initiative tents just give players blank tents, show a sample, and ask everyone to follow the example. But I’ve created formatted tents with spaces to write in. Download my formatted tents here.

My monster tents show armor class, the three most common saving throws, and include spaces for attacks and other information. On the player-facing side of the monster tents, I added a big box for armor class. Sometimes, when a fight went long enough for the characters to figure armor classes, I used to mark the ACs where everyone could see. This sped turns a bit.

Now, I save the monster tents so I can reuse them. This discourages me from writing ACs where players can see. Also, this encourages static initiatives. I can write an initiative score of 10 plus dexterity modifier and reuse it in every fight.

Some of my tents have initiative scores I rolled a year or more ago. Is it wrong if I reuse a year-old roll? Have you ever wondered why my shambling mounds always prove quick to act while my bugbears never get a drop on anyone? I should probably cross out those rolls.

My player tents include spaces for AC and passive perception, plus space for up to 8 separate initiative scores. As an extra time saver, I have players pre-roll initiative. During the a game session, I never slow for initiative. When an encounter starts, I hand all the tents to a player for sorting, and then I drape the folds on my screen.

Some eager helpers won’t wait for initiative. At the end of every encounter, they re-order the tents. I never have to call for initiative. While this skips a dramatic moment, it also blends the line between combat and the rest of the game. I suspect that’s better. What do you think?