Dungeon Master's Reflections
Seven "lessons" of game-running.
blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah blah v
- Expectations of exceptionalism, or "why you end up with two wizards and a warlock in your low magic world"
- Making Martials Matter - suggestions and optional alternative rules for rewarding the non magic users in your game at all tiers of play.
- Alternative Initiative
- Running Psychic-heavy Campaigns: Optional Rules Ideas
- Some Psychic Factions to use
- Some new mystical environments to use
- Old Masters statblocks
Alternative Initiative
Normal rules for rolling initiative, as described in Chapter 9 of the Player's Handbook, use a Dexterity check as the basis for the roll. Outside of certain class or subclass features, initiative typically favors high Dexterity characters as a result, regardless of their class. As an alternative to this standard, a DM can decide to utilise the following rules:
- Each class has its own Initiative Die, the size of which corresponds to its archetypeal combat-readiness.
- NPCs without character class levels instead have their Initiative Die size determined by their size category.
- When combat starts, every participant rolls a d20 and their Initiative Die, adding the results together. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.
- The DM ranks the combatants in order from the one with the highest total to the one with the lowest.
- If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character.
The initiative order otherwise operates as normal.
Initiative Dice
The first table below shows which class gains which Initiative Die. If a PC has levels in more than one class, they use the Initiative Die of whichever class they have the most levels in. Where class levels tie, they can choose which die to use.
Use the second table to determine Initative Die by creature size for NPCs. As a general rule of thumb, massive creatures are more lumbering, while small creatures are more spry.
Initiative Die by Class
| Die Size | Class |
|---|---|
| 1d12 | Barbarian, Monk, Ranger, Rogue |
| 1d10 | Fighter, Gourmet ◊, Handler ✢ |
| 1d8 | Artificer TCoE, Bard, Mystic |
| 1d6 | Druid, Lictor †, Paladin, Sorcerer |
| 1d4 | Cleric, Warlock, Wizard |
TCoE as found in Tasha's Cauldron of Everything ◊ as found in Hippocamper's Complete Cookbook ✢ as found in the Handler Class pack from Black Pudding Press † as found in the Lictor Class pack from Black Pudding Press
Initiative Die by Creature Size
| Die Size | Creature Size Category |
|---|---|
| 1d12 | Tiny |
| 1d10 | Small |
| 1d8 | Medium |
| 1d6 | Large |
| 1d4 | Huge |
| -none- | Gargantuan |
Feature Interactions
A number of features for player characters or NPCs can alter how initiative is rolled. Use this quick guide when playing with such features.
If a feature or trait (such as the barbarian's Feral Instinct feature) grants a creature advantage on initiative rolls, roll both the d20 and the creature's Initative Die twice, taking the higher of both dice.
If a feature or trait (such as the Swashbuckler's Rakish Audacity feature in the rogue class) allows a creature to add an ability modifier on top of their intiative roll, simply add the modifier as normal once the d20 and Initiative Die have been rolled.
Should a feature or trait allow a creature to replace Dexterity for initiative rolls with another ability modifier that is higher for that creature, consider increasing that creature's Initiative Die size by one, if possible.
Let the Fantasy Go First
Dividing initiative rolls more rigidly by class also divides the combat veterans from the students, priests, and artists of the world. You will see that these rules favor the speed of martial classes over spellcasting classes, following the narrative logic that martial training ought to confer an increased ability to take control of a fight and the reflexes to match. By removing a reliance upon Dexterity to achieve this, martial characters can be both swift and diversely deadly. Magic frequently shines both in and out of battle with its varied applications. These rules also reflect that, while spellcasting adventurers are certainly no slouches, typical gestures, incantations, and material preparation are undoubtedly clunkier to act out than the swinging of a blade or loosing of an arrow. Magic under these rules is no less potent in practice, but gains additional narrative texture in conversation with its martial peers.
Each class has been assigned its Initiative Die based on a variety of factors, utilizing both its core identity as presented in flavor text, and its core identity as presented in class featu-res. Those classes with more features describing heightened awareness, quick-wittedness, or physical speed are assigned larger Initiative Die. Where relevant, Optional Class Features as found in Tasha's Cauldron of Everything have been taken into account, although they may not be mentioned below.
Barbarian characters are often hair-trigger warriors with nigh-instinctual reaction times. Several core class features, such as Danger Sense, Fast Movement, and Feral Instinct, encourage this narrative. As primarily melee combatants that prefer to rush in, the class benefits both thematically and mechanically from the use of this rule.
Monk characters are deeply in tune with the movement of energy within and without their bodies. Several core class features, such as Unarmored Movement, Deflect Missiles, and their core Ki features, speak to their incredible agility as disciplined martial artists. These characters appreciate being able to get moving with their superior speed in an encounter for maximum impact and fantasy fulfillment.
Ranger characters benefit from excellent senses and physical agility as warriors of nature. Core features such as Primeval Awareness and Feral Senses speak to their enhanced nose for conflict, while features such as Land's Stride showcase their ability to move unfettered.
Black Pudding Press | Alternative Initiative v2
Rogue characters are in many ways defined by their quick action and wit: able to slip in or out of combat with their Cunning Action feature, evade all manner of danger with twitchy reaction times, and eventually, even scope out more subtle threats before they occurr with their Blindsense.
Fighter characters lack the breadth of speed-enhancing features granted to the classes in the highest initiative tier, although Action Surge and their multiple Extra Attacks suggest a capability for sudden, intenses moves. Well-trained and naturally combat-ready, they earn a d10 Initiative Die.
Gourmet characters are partly defined by their bulk and lack of formal martial training. However, they move incredibly well on the battlefield with features such as Lunch Rush or Hustle, and always have the Guts to throw themselves into the path of danger, which earns them their d10 Initiative Die.
Handler characters hone their skills alongside a bestial companion, and can also use their partner's keen senses to help spot threats. Features like Honed Reflexes and Shared Instincts define a combat style befitting a d10 Initiative Die.
Artificer characters, although capable in a fray, are often thinkers before they are fighters. Those with a more martial bent typically favor bulkier arms or armor. However, their scholarly side does give them moments of crucial mental clarity through their Flash of Genius feature, which puts them a cut above similar classes such as the Paladin.
Bard characters, although lacking in core features for enhancing their swift wit and swifter fingers, gain a bonus to initiative rolls under standard rules due to their Jack of All Trades feature, which here is translated into their d8 die.
Mystic characters may often be patient or sage figures, but the strong selection of options offered by their Expressive Mantras include various ways to enhance their speed, senses, or reactions, bringing them in line with other d8 classes.
Druid, Lictor, Paladin, and Sorcerer characters gain a smaller Initiative Die due to a lack of specific features that enhance either their physical or mental speed. However, each class tells a story that somewhat allays this scarcity. Whether that be a connection to nature, a link with the world-bending power of the Weave that makes it simpler and faster to summon forth magic, or simply their impeccable martial discipline and conviction, they are not entirely flatfooted.
Cleric, Warlock, and Wizard characters, each to varying degrees and through varied methods, have gained power through routes that are far less likely to encourage physical agility. Their spellcasting is not innate, but in some way gained, gifted, or learned, and they lack any core class feat-ures that would enhance their sense of battle-readiness.
Variant Dice
If the single Initiative Die results seem too random for your table, consider the following variation on the rule. Dice can be replaced for creatures by size category in the same way.
Initiative Dice by Class
| Dice Rolled | Class |
|---|---|
| 3d4 | Barbarian, Monk, Ranger, Rogue |
| 2d6 | Fighter, Gourmet, Handler |
| 2d4 | Artificer, Bard, Mystic |
| 1d6 | Druid, Lictor, Paladin, Sorcerer |
| 1d4 | Cleric, Warlock, Wizard |