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Paul and Dan tackle the age-old question of initiative in tabletop RPGs. From the simplicity of group initiative to the complexity of individual modifiers and segment counting, initiative rules can shape the entire feel of combat.
We'll explore how different editions and indie games handle turn order, what those choices say about their design philosophies, and how your own table might benefit from mixing it up. Is rolling every round more dynamic or just more bookkeeping? Should initiative reflect a character's reflexes, or just be a way to get the action moving?
Along the way, we'll share our own stories of initiative chaos, house rules that worked (or didn't), and some truly oddball systems that tried to rethink the whole idea.
By Wandering DMs4.6
1111 ratings
Paul and Dan tackle the age-old question of initiative in tabletop RPGs. From the simplicity of group initiative to the complexity of individual modifiers and segment counting, initiative rules can shape the entire feel of combat.
We'll explore how different editions and indie games handle turn order, what those choices say about their design philosophies, and how your own table might benefit from mixing it up. Is rolling every round more dynamic or just more bookkeeping? Should initiative reflect a character's reflexes, or just be a way to get the action moving?
Along the way, we'll share our own stories of initiative chaos, house rules that worked (or didn't), and some truly oddball systems that tried to rethink the whole idea.

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