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10/03/2019 The Homebrewery - NaturalCrit

The Art Of Starting A Fight

T
he Art Of Starting A Fight is a variant
initiative system for Dungeons & Dragons Example of an Unreasonable Turn
Fifth Edition (D&D 5e), and is bit different DM: The dark wizard takes the break in the crossfire to cast
from most other initiative systems. In this fireball directly at the wounded cleric.
variant, there are no initiative rolls, there is
no turn order and neither advantage nor Fighter: Actually, I'd like to move exactly fireball-distance
disadvantage on initiative checks exist. away from the cleric before that happens.
Events and turns happen when the players around the table DM: I'm sorry, that's unreasonable as I've already declared
want them to happen. And it all begins with someone, or the dark wizard's action and you're acting on what I've
something, starting a fight. already declared.
The following rules replace the standard initiative rules
as described on page 189 of the Player's Handbook, but if
a rule is not mentioned, it remains unchanged. That said, Modifiers
as with all good rules, the Dungeon Master (DM) has full
discretion to change things as necessary to provide a better Advantage & Disadvantage
experience for their players. Since there are no initiative rolls in this variant, characters
that gain advantage or disadvantage on their initiative, for
Starting a Fight any reason, use the following rules.
Advantage on Initiative. You are able to anticipate when
In every combat, someone starts the fight. Someone throws a fight is about to begin. When a creature initiates combat,
the first punch, fires the first arrow or casts the first spell. you may elect to act first, interrupting their turn and forcing
In this variant, this character gets to act first; they take the them to act after you.
first turn of the combat. Disadvantage on Initiative. You are oblivious to
The character or creature that initiated combat acts first, brawling or combat around you until the fight is already in
and combat does not begin until someone, or something, full swing. When a creature initiates combat, you must act
initiates it. last during the first round of combat.
Bonuses & Penalties
Deciding Who Goes First Characters and creatures with higher initiative modifiers
If the Player Characters (PCs) are hanging around are encouraged to act earlier in the round than those with
a campfire telling stories and suddenly they are lower modifiers or penalties. That said, characters and
ambushed by a group of steampunk assassins, creatures can choose to act earlier or later if they so desire.
it’s the assassins that act first. They were the
ones to start the fight.
Do whatever makes the most sense for your table!
Similarly, if the PCs find themselves in a tense
situation standing across from a rival group of
adventurers, the first one to throw a punch is the
Surprise
first one to act. Surprise is handled in this variant as in the standard rules
(Player's Handbook, page 189), but for convenience and
clarity it is summarised here. Creatures who are surprised
effectively miss their first turn of combat.
Taking Turns But What If I’m On Fire?
There is no fixed turn order in this variant. The players
and the DM take turns for characters they control in the Any effects that last longer than a single player's turn follow
order they desire, whenever they think it would be the most similar rules to the standard system. If you take acid
dramatically appropriate or opportune. Once all characters damage at the beginning of your turn, you continue to take
have finished with their turns, the round is "refreshed" and it at the beginning of your turn, regardless of when that
characters, again, may act in whatever turn order makes turn is within the turn order. The same applies to effects
sense for the game's narrative. that last until the end of your next turn.
Player turns take priority. If the DM elects to take a
creature's turn, and a player interjects, then the player
should be allowed to take their turn first. The exception to Let it Happen
this rule arises when an action would be deemed that it If that 1d6 fire damage would bring you to 0 hit
wouldn't make sense narratively or is unreasonable. points and you want to make sure the cleric heals
When characters are acting not when they are you beforehand, let it happen!
"designated" but when the drama is highest, players can If you're currently blind until the end of your
lose track of who has had their turn and who has not. After next turn and want to get it over with so that you
a player completes their turn, they should do something to can see again, act first next round!
signify their turn is over. Actions such as turning over your
character sheet, flipping a card face-down or handing in a
token to the center of the table can help with this.
RASPILICIOUS
THE ART OF STARTING A FIGHT v1.5
HOW TO PLAY
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10/03/2019 The Homebrewery - NaturalCrit

Credits
Creator
This system and document is based off Christopher Delvo's
blog post (found here and accessed 19/01/2018). In his
blog post, Christopher discusses, outlines, describes and
details concepts for using a narrative initiative system, and
provides a download link for a PDF at the end of it.
All credit for the original concept goes to Christopher.
My Own Update
I have used The Homebrewery to write up Christopher's
system and create the document you are now reading. I
have tweaked it where appropriate for my own personal
use, utilising The Homebrewery's formatting elements to
make the document look beautiful and match the visual
aesthetic found in the Player's Handbook and numerous
other official books.
Change Log
v1.0 - Created document.
v1.1 - Updated some formatting and credits text.
v1.2 - Re-worded the Bonuses & Penalties, Creator and
My Own Update sections for clarity.
v1.3 - Renamed initiative system.
v1.4 - Rephrased the Surprise section for clarity.
v1.5 - Emboldened an important part of the introductory
section and rephrased the Taking Turns section for
clarity in kind.
- Raspilicious

RASPILICIOUS
THE ART OF STARTING A FIGHT v1.5
CREDITS
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