Dynamic Initiative: One aspect of D&D that is problematic is smoothly and effectively handling initiative order. In my experience, Initiative (as written) in combat tends to bring the game to a grinding halt. Conceptually, it makes sense why players and DMs would embrace it. (I won't go into it -- but I imagine you already understand why that is.) But the fact that many DMs feel it necessary to purchase from a variety of initiative tools out there indicates to me that Initiative as originally formulated in 3E+ is broken.
This didn't become an issue for me per se, until I was enlisted to run Adult D&D at the Library. I knew that it would slow down the game at a critical juncture in running the game: combat. My goal was to be able to run smoothly multiple combats in the course of a 11/2- to 3- hour game. Clearly, Initiative as written was going to be a problem. Fortunately, there are already a couple of viable options out there, both from earlier editions of D&D and from other RPGs:
- Team Initiative: Test for initiative. Based on the results, one team goes first, then the other. Either the same order for the entire combat, or by re-testing each round. This was the path taken as default in Basic D&D and 1-2E. There were other optional aspects in the rules: surprise rounds, weapon speeds, the impact of individual DEX scores, etc.
- Or Dynamic Initiative, which I have modified and adapted from MHRP. The idea is that all you need to do is to determine who initially goes first. Then whoever's turn it is that player decides who goes next -- ally or opponent. Everyone needs to have their turn in a round before you begin the next. And the last to go in a round determines who goes first in the next round.
How do you determine who initially goes first? Primarily by common sense and situational context. Often it just makes sense that one group has an advantage in Initiative over the other based on the narrative situation and accompanying description. If not, have one character (not always the best -- again determined by situational context -- test against their opponent, using whatever factor makes the most sense: typically, using either Initiative or Perception.
I've now play-tested it in two groups now. In a larger group, such as my adult D&D group at the Library, it works like a charm as intended. In a 11/2 to 2- hour slot, we can easily run 2-3 combats, including any other character and role-playing the players engage in. There are limitations, there are features and options of the standard D&D initiative rules that simply don't apply here: surprise rounds, delaying actions, etc. They can be simulated or accommodated within these rules, but they aren't what the system is designed for -- and I might argue that they are features that were created partially to patch up problems with initiative as written.
My Adult D&D group at the library seem to like it -- some LOVE it. Here are the advantages of it based on my experience:
- It is simple and easy to learn.
- It is fast.
- Players tend to focus on combat primarily as narrative, than necessarily tactics.
- Players seem to feel they have greater agency with it.
- Some strategy is involved: does the party act as one before the opponent OR do they permit their opponent to act before everyone on their side as gone -- whether it is about trying to control initiative order in the next round or to see what the opponent does in response, etc,
Pool XP: With the publication of Civil War as an Event, MHRP introduced the optional rule of troupe play or pooled XP. In longer events, players are encouraged to play multiple heroes in an ongoing stable of superheroes played by a single player according to the narrative needs of the Event. It makes sense of two levels:
- it permits a player to maintain and play a number of different heroes without losing access to XP earned by a different hero in a different scene.
- XP are used differently in the game from most RPGs, not so much for leveling or powering up characters long-term, but more for leveraging your SFX, enhancing your dice pools and buying Unlockables in-game.
PS: Of course, as always: Your MIleage May Differ (YMMD)
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