Alternative Initiative Methods

In Dungeons & Dragons, initiative sets the tempo for combat, determining the order in which combatants take turns. Different initiative systems can significantly alter the feel of battle, ranging from fast, chaotic exchanges to more calculated, strategic pacing. If combat is feeling a little stale at your table, you might want to experiment with different initiative methods. Here are some to try.

Cyclic Initiative (5E standard)

In the 5E standard system, each participant rolls a Dexterity check to decide their order of action. The DM rolls once for groups of identical creatures, and combatants act in descending order of their rolls. This cycling order stays fixed throughout the fight, with ties broken by the DM. This method is easy to track, familiar to most, and offers a clear picture of when everyone will act each round.

Side Initiative

Each side rolls a d20, with the highest roll deciding which side goes first. Everyone on that side completes their actions, and then the other side has their turn. When it’s their turn, players decide which order their characters act in. Initiative is re-rolled at the beginning of every round, which adds some great unpredictability. This method is quick to execute because it requires only a few dice rolls, and it also encourages players to interact as they plan their turn order.

Switch Initiative

Each side has a predetermined "battle order." Roll initiative as in “side initiative,” then proceed down the battle order of the winning side. This continues until someone fails an attack roll or ability check, triggering a switch to the other side, who proceed down their battle order. This process continues, alternating sides when failures happen until all combatants have acted. This system requires only a single initiative roll at the top of the round while adding great tension to each roll.

Popcorn Initiative

All players and monsters roll ad20 to see who goes first. After a PC completes their turn, the player chooses who acts next, whether a monster or a PC. When a monster completes their turn, the DM chooses the next person. This continues until all participants have acted once in the round. The last person to act gets to choose the first person in the new round. This system encourages players to watch the battle carefully and enables them to respond tactically to the evolving situation.

Clockwise Initiative

Combat proceeds in clockwise order around the table, starting with the player to the DM’s left. The DM, controlling the monsters, goes last. This method is extremely simple to track and manage.

Tiered Initiative

At the start of each round, players make a DC 10 Dexterity check. Those players who succeed act first in whatever order they choose. After that, the enemies act, and finally, players who failed the check take their turns. This system adds variability to turn order and gives high Dexterity characters an advantage, but is easier than comparing and sorting every participant as in cyclic initiative.

Phased Initiative

Initiative is rolled as in side initiative, but then each round of combat is divided into phases based on action type: missile attacks go first, then spells are cast, then melee attacks, and finally movement. This method is arguably more realistic and gives a great tactical advantage to missile attacks.

Alternating Initiative

Each side rolls initiative, but turns alternate between sides. One player from the winning side acts first, followed by someone from the other side, and so on until everyone has a turn. This ensures constant engagement between both sides, preventing one side from dominating the round.

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