Initiative Variants
D&D 2024 rule: Initiative Variants. Source: Dungeon Master's Guide (2014). rule type Optional This section offers different ways to handle initiative. Initiative Score With this optional rule, creatures don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably-at the cost of an initiative order that is often predictable. Side Initiative Recording initiative for each PC and monster, arranging everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule. Under this variant, the players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken. When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns. If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act. Speed Factor Some DMs find the regular progression of initiative too predictable and prone to abuse. Players can use their knowledge of the initiative order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cle...