Combat isn't a polite state of affairs and monsters don't wait in line to take their turn—battle is wild and unpredictable. Work with your allies to support each other, make plans, chain together powers, and exploit weak points like a well-oiled fighting machine.
This chapter introduces the Active Initiative system, allowing players to choose who acts next in the round.
With Active Initiative, there is no pre-determined order of initiative. Instead, once a person has finished their turn, they get to choose who goes next—another player, group of monsters, or environmental hazard.
A basic round follows four simple steps:
First, you must decide who (or what) acted first and thereby triggered the scene. Most times it will be obvious who started things—someone throws the first punch, steps on the trap, or casts a spell.
If it's not obvious who acted first, you can determine this randomly by rolling for initiative—whoever rolls highest goes first. Once the first turn is complete, switch to dynamic turn ordering as described in step 2.
Take your turn as normal. Once you've finished your turn, you get to pick who goes next—this can be any other character, creature, hazard, or group of monsters that hasn't acted yet in the current round.
Interrupting: Anyone who takes damage during your turn can steal the initiative at the end of your turn (see Interrupting), so be careful who you attack.
You can't pass or delay once your turn begins, but you can ready an action. This doesn't change your turn order—if your readied action is the last act in a turn, you don't get to choose the next person to act.
Once every person has finished their turn, end the round as normal and clear up any expired or time-sensitive effects—spells, powers, cooldowns, event timers, etc.
Effects that last a specific duration of rounds tick down at the end of each round. Once a duration reaches 0, the effect has ended and can be removed.
Any effects that would expire at the start or end of your turn are unchanged, expiring as normal.
Valiant casts Bless—a concentration spell that lasts for 1 minute (10 rounds). At the end of each round, the remaining duration simply decreases by 1 round.
Clanda, meanwhile, uses Shield to deflect an attack. The spell ends when she takes her next turn.
If there's still conflict to resolve, start a new round. The last person to act in the current round decides who starts the new round—they can't pick themselves.
If you haven't taken your turn yet this round, you have a chance to steal the initiative and take the next turn even if you weren't nominated—this is called an interrupt. There are two main ways you can do this:
If you want to interrupt, you must do so before the next person starts their turn. You can't interrupt if you've already acted this round, and you can't interrupt an ally.
If players are spending their inspiration points often to make interrupts—or you want your monsters to be more reactive in general—consider this Interrupt Points variant.
At the start of each significant scene (such as a combat encounter), the GM gains one free interrupt point per player. The GM may spend one of these points to steal the initiative, but can only use one point per round. Any unspent points expire at the end of the scene.
Here's an example of how to use Active Initiative in a basic round of combat—Chansi, Valiant, and Clanda are fighting a hobgoblin and four goblins.
With three players, the GM divides the monsters into two taggable groups—the hobgoblin and the goblins. The Interrupt Points variant is in play, so the GM gains three interrupt points for this scene.
At the start of a new round, Chansi makes an attack and then passes over to Valiant.
Having finished his turn, Valiant prepares to pass over to Clanda. The GM, however, chooses to interrupt with one of the monster groups.
Because the goblins took damage during Valiant's turn, they can interrupt for free. However, the GM spends an Interrupt Point to allow the hobgoblin to act instead.