Initiative Ties
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Initiative Ties
According to the Players Handbook, ties on an initiative roll are resolved in favour of whoever has the higher Dexterity. However, monsters don't have Dex in C&C, just Primes. So how are you supposed to resolve a tie?
- gideon_thorne
- Maukling
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Re: Initiative Ties
Make another die roll and determine what wins the roll? Odd even, high number wins, whatever.
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Several options:
1) roll a Dex on the spot using 3d6 and compare it
2) let the party win initiative (they need it)
3) roll again
4) consider other aspects about the creature to decide if it would have a modifier (like maybe is extremely fast)
5) decide who wins
or all kinds of other methods.
Me, I'd go with #2. Ties aren't too often.
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1) roll a Dex on the spot using 3d6 and compare it
2) let the party win initiative (they need it)
3) roll again
4) consider other aspects about the creature to decide if it would have a modifier (like maybe is extremely fast)
5) decide who wins
or all kinds of other methods.
Me, I'd go with #2. Ties aren't too often.
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Serl's Corner
When in doubt I always side with the players. They are the Heroes of the tale after all. So in the case of a tie the players win.
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Lord Dynel
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Ironically, I've been siding with the monsters. I feel, under normal circumstances, the PCs are going to defeat the monsters (most likely) so why not let them go first?
If you wanted to, have the PC (or you, behind the screen) roll a Dex check - roll a d20, add level and dex mod vs CB of 12/18, and the HD of the creature, if it has physical primes. Might work.
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If you wanted to, have the PC (or you, behind the screen) roll a Dex check - roll a d20, add level and dex mod vs CB of 12/18, and the HD of the creature, if it has physical primes. Might work.
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- Frost
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I often resolve ties with a "roll off." The tying parties roll again and the highest wins (repeat if necessary). Actually, I used to do that all the time in 3.5 until I realized there was a specific rule for this scenario.
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Lord Tryon
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Depends I usually just let everyone go simultanously. I figure out what the npc were planning and then let the PC go only stopping an action if an npc was doing something that would stop or effect their action. Record damage then have the NPC do their thing and finally let the player know if any of the NPC dropped.
If for some reason doing that seems to complicated I usually give the edge to the PC as they are the heroes of the story.
If for some reason doing that seems to complicated I usually give the edge to the PC as they are the heroes of the story.
Lord Tryon wrote:
Depends I usually just let everyone go simultanously. I figure out what the npc were planning and then let the PC go only stopping an action if an npc was doing something that would stop or effect their action. Record damage then have the NPC do their thing and finally let the player know if any of the NPC dropped.
If for some reason doing that seems to complicated I usually give the edge to the PC as they are the heroes of the story.
This is how I handle ties too.
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- Julian Grimm
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I use side based initiative so ties are a handled as a roll off.
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- slimykuotoan
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On a tie, I look next at who has dex as a prime, and if they're still tied in that regard, I get the two tied on the inish to roll again to establish who's slightly faster.
At some point I may just say they go simultaneously.
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At some point I may just say they go simultaneously.
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- gideon_thorne
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That's one thing I've wondered a lot. Why not let the two attacks go off simultaneously? What, exactly, is the big deal?
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
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Lord Dynel
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I let PCs or monsters go at the same time, but if a PC and a monster goes simultaneously I reroll.
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Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
- Omote
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To avoid having PCs and monsters go at the same time to create that tough situation of "simultaneous actions", I go by DEX scores. Since monsters to not have DEX scores, the advantage goes to the PC who does.
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Jonathan of White Haven
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In my game, PCs and monsters roll initiative individually. (No, I don't roll for each monster, silly one.) I keep track on a scratch pad, using the initials of each PC. If the monster(s)/encounter roll the same as one of the PCs, the PC goes before the monster(s). If one or more PCs tie, initiative is determined by the higher/highest DEX score. Tie on DEX score? Action then goes around the table, counterclockwise from me.
It may not be pretty, but it works.
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It may not be pretty, but it works.
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As anyone who has known me for a while knows, I scrapped the Initiative system in the book and replaced it with a DEX-based one culled from Holmes' Basic. So, since creatures don't have DEX scores, I have to create them on the spot, and everyone acts in DEX order, high to low. It's only when the scores are tied that a die is thrown, and if the die rolls are tied, only then are actions simultaneous.
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NOTE TO ALL: If you don't like something I've said, PM me and tell me to my face, then give me a chance to set things right before you call a moderator.
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slimykuotoan wrote:
At some point I may just say they go simultaneously.
I used to try that as DM. It worked, it's just slightly more complicated, ish. maybe not really.
If you are opposed to ties, why not roll "odd or even" or play rock, paper, scissors.
All of these worked for me in the past. The point was to go quick and fun.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
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Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781