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Active Initiative
C ombat isn't a polite state of affairs and
monsters don't wait in line to take their turn—battle is
wild and unpredictable. Work with your allies to support
1 Who Goes First?
First, you must decide who (or what) acted first and
each other, make plans, chain together powers, and exploit thereby triggered the scene. Most times it will be obvious
weak points like a well-oiled fighting machine. who started things—someone throws the first punch, steps
This chapter introduces the Active Initiative system, on the trap, or casts a spell.
allowing players to choose who acts next in the round. If it's not obvious who acted first, you can determine
this randomly by rolling for initiative—whoever rolls
highest goes first. Once the first turn is complete, switch
The Dynamic Round to dynamic turn ordering as described in step 2.

With Active Initiative, there is no pre-determined order of


initiative. Instead, once a person has finished their turn, GM: You're caught in an ambush, Valiant—four

they get to choose who goes next—another player, group goblins and their hobgoblin leader, Brakkus. She

of monsters, or environmental hazard. sneers at you. "Throw down your weapon, cleric, and

A basic round follows four simple steps: maybe we'll only cut off one hand."

Valiant: I haven't forgotten your last betrayal, Brakkus

Who goes first?: Decide who triggered the scene and —I'll never surrender. I raise my shield and charge.

acted first. Did you throw the first punch? GM: Sounds like you're triggering the fight with that

Take turns: Take your turn. Once you've finished your charge, Valiant—you have the first turn.

actions, you get to pick who goes next.


End the round: Once everyone's finished their turn, end
the round and clear up any expired effects.
Start a new round: If there's still conflict, the last
2 Take Turns
person to act gets to decide who starts the new round. Take your turn as normal. Once you've finished your turn,
you get to pick who goes next—this can be any other
character, creature, hazard, or group of monsters that
Why Use Active Initiative? hasn't acted yet in the current round.
Interrupting: Anyone who takes damage during your
There are four main benefits to using Active Initiative:
turn can steal the initiative at the end of your turn (see
Interrupting), so be careful who you attack.
1. Better teamwork: Players can work together more easily

to chain actions together into big combo-moves.

2. More communication: Players talk more to each other.


Delaying
You can't pass or delay once your turn begins, but you can
3. More attentive players: Players are actively watching
ready an action. This doesn't change your turn order—if
what's happening for opportunities to jump in and act.
your readied action is the last act in a turn, you don't get
4. It's easy: No dice or math—just say who goes next.
to choose the next person to act.

PATREON.COM/GIFFYGLYPH | /R/DARKERDUNGEONS5E CHAPTER 21: ACTIVE INITIATIVE


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