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Regole Munizioni Test
Regole Munizioni Test
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.
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."
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.