There are many ways to handle initiative in D&D and TTRPGs in general. It took me some time but I finally found a method that works for me. I know this won’t work for everyone but at least I hope it inspires you. Let me know what you think.
So the first thing I do before the session even starts is determine the initiative I’m going to use for the monsters. Depending on the combat I’ll use their DEX score, 10 + DEX mod, or at intervals of 15, 10, and 5. For short combats, or combats I’m not expecting, I’ll roll initiative at the table.
As we get the session going I will ask the players for their AC and HP and write it on a notecard for reference during the session. This isn’t to track it for them but so they know where to look for it during the session. When combat begins and I call for initiative I will pass this notecard around and they will write it down for me. This allows me to focus on getting what I need ready for the combat. For online games, I call out to each player individually rather than playing popcorn.
Then I will make an initiative chart like this with columns for character, AC, HP, damage, conditions, and round #. Using a pencil allows me to make adjustments on the fly. This is a great place to add spots for legendary actions, lair actions, or even roleplay moments. As we all take our turns I’ll put a checkmark to indicate who has gone already. I will also use baseball terms to let the players know who is on deck and in the hole (up next and third in line). I’ll even mention if it’s my turn as the dungeon master.
So one trick here is to add the damage up instead of subtracting. It makes it faster for me to calculate the damage. Once we get over the damage threshold I’ll have the PC narrate how they got the kill. If the monster has a recharge ability I will have them automatically recharge and use that ability once the creature gets to half HP. This allows the monsters to get at least two uses out of their awesome abilities. Have the players say a specific phrase like “I’m done,” or “that’s it for me” when their turn is over to eliminate the DM having to ask everyone every turn.
Finally don’t forget to add in roleplay moments in between a character’s big turn. Whenever someone does a lot of damage or just something cool in general is a great time to add a bit of roleplay into the scene. This goes for PCs and monsters as well. Imagine a monster getting attacked from behind and turning to face the PC in reaction while raising its sword to attack. How do you respond? Yes, it’s that simple.
The same goes for the top of the round. A second wave of enemies, changing terrain, or a small roleplay moment with the big bad can help make a combat encounter stand out from the rest. The top of the round is also a great time to quickly recap a bit of what has happened so far.
You see the barbarian smash into the wight with their axe before being flung across the room like a pile of rags. They turn their head towards you slowly gliding your way raising their black blade above their heads. How do you respond?
So, am I crazy? Get in the comments and let me know what I’m missing!
As always, good luck with your next session, I believe in you. See you in the future!
Related Posts
- Three Secret Questions for Combat Encounter Locations
- The Dungeon Master’s Handbook: Adding Roleplay to Combat Encounters
- Three-Point Planning, or How to Session Prep Like a Zelda Game
My Favorite Posts
- d100 Magical Trinkets and Relics
- My #1 Tip For New Dungeon Masters
- Three Secret Questions for Combat Encounter Locations
Recent Posts
- The Page of Names | Free Download
- Level Up Your Worldbuilding with These 3 Resources
- How I Run Initiative In Dungeons and Dragons 5e (and a free download!)
- d100 Fantastic TTRPGs and Where to Find Them
- Tactics for Engaging and Dynamic Combat Encounters
Support the Blog
- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
- As an Amazon Associate, I may earn from qualifying purchases https://amzn.to/4bg50tj