Determine Initiative

Leomund faces off against the spectators beneath Bone Hill. The spectators score a 5 (on d8) for initiative. Poor Leomund can only roll a d6, but he, too, manages to roll a 5 — a tie! However, since Leomund is throwing his dagger +2, he is able to add his reaction bonus to the die roll. His 16 Dexterity gives him a +1 bonus, so his 5 becomes a 6, and he wins initiative.
 

Dungeon Masters Guide extract (p62)

 
Determine initiative for the round by rolling a d6 for each side. The higher of the two rolls is said to possess the initiative for that melee round.
 

House Rule

 
Just follow the existing rules!
 

Addict Combat Explanation

  Determine initiative for the round by rolling a d6 for each side. The higher of the two rolls is said to possess the initiative for that melee round.  
  1. Each participant does not make a separate initiative roll. However, the Dexterity Attacking adjustment is added to (or subtracted from) the initiative roll for each missile-firing combatant on an individual basis.
    1. Initiative bonuses do not apply to characters carrying more than “light gear” (12” base movement).
    2. Initiative penalties always apply.
  2. One exceptional monster, the spectator, rolls d8 for initiative, rather than d6.
  3. Certain magic items, notably the crossbow of speed, short sword of quickness, and scimitar of speed, allow the wielder to strike first regardless of the initiative result.
  Back to steps Combat Steps
Go to previous step Psionic Actions
On to new step Resolve Actions

Comments

Please Login in order to comment!