Looks like The Heroes are getting ready to make good on their plan. Unfortunately, so is Assassin. Dude has been in BBEG’s pocket ever since that last visit to the lower planes. If only there had been some clue as to his treacherous nature! We can only hope that Wizard managed to get her all-important teleport spell off before the sneak attack goes through.

Any dang way, what do you say we take the opportunity to talk initiative? Because there are some things that the neat, orderly progression of turns can’t quite capture. I’m thinking especially of those oh-so-tropey moments where two anime characters swordsmen manage a double knock-out. It would be nice to see that mess at the table, but the standard you-go-I-go formula doesn’t really allow for it. Even readied actions fail to capture the magic, as they still rely on a precise order of operations.

There are a couple of ways you’ll see games handle this. Some titles require everyone to state their intended actions up front, then play them out in initiative order. You’ll also see true simultaneous reactions, where both parties are allowed to face-punch one another. You’ll even see last-in-first-out setups, where the best initiative gets to declare their action after hearing what everyone else is up to.

Then there’s the old question of tie-breakers. Do we default to higher Dex score? Go for an epic roll-off? And what if that ties? Do we just throw up our hands and decide that both things happen in the same instant?

So what do you say, O denizens of Handbook-World? Do you have any favorite oddball initiative systems? Is turn order the best of all possible worlds? And is Wizard going to survive her assassination? Let’s hear all about your preferred orders of operations down in the comments!

 

 

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