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'''Initiative''' determines the order of turns during combat. | '''Initiative''' determines the order of turns during combat. | ||
== Rolling Initiative == | == Rolling Initiative == | ||
When combat begins, every participating combatant rolls <span class="bg3wiki-info-blob">{{DieIcon|d4|Physical}} D4 + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</span> to determine their position in the initiative order. | When combat begins, every participating combatant rolls <span class="bg3wiki-info-blob">{{DieIcon|d4|Physical}} D4 + [[Dexterity#Dexterity Modifier Chart|Dexterity Modifier]]</span> to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher [[Dexterity]] Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose. | ||
== Initiative bonuses == | |||
Many class features, [[feats]], magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by [[Non-Player Characters|NPCs]]. Unlike in tabletop rules, it is NOT considered a skill check, and so initiative is not affected by features or effects like [[Jack of All Trades]] or [[Enhance Ability: Cat's Grace (Condition)]]. | |||
= | {| class="wikitable sortable" | ||
|+Sources of Initiative bonuses | |||
!Source | |||
!Value | |||
!Type | |||
!Subtype | |||
!Other | |||
|- | |||
|[[Alert]] | |||
| +5 | |||
|Feat | |||
| - | |||
|Cannot be Surprised | |||
|- | |||
|[[Elixir of Vigilance]] | |||
| +5 | |||
|Consumable | |||
|Elixir | |||
|Cannot be Surprised | |||
|- | |||
|[[Feral Instinct]] | |||
| +3 | |||
|Feature | |||
| - | |||
|Cannot be Surprised | |||
|- | |||
|[[Dread Ambusher]] | |||
| +3 | |||
|Feature | |||
| - | |||
| | |||
|- | |||
|[[Hellrider Longbow]] | |||
| +3 | |||
|Weapon | |||
|Longbow | |||
| | |||
|- | |||
|[[Sentinel Shield]] | |||
| +3 | |||
|Shield | |||
| - | |||
| | |||
|- | |||
| [[Assassin of Bhaal Cowl]] | |||
| +2 | |||
|Headwear | |||
| - | |||
| | |||
|- | |||
|[[Mask of Soul Perception]] | |||
| +2 | |||
|Headwear | |||
| - | |||
| | |||
|- | |||
|[[Soulbreaker Greatsword]] | |||
| +2 | |||
|Weapon | |||
|Greatsword | |||
| | |||
|- | |||
|[[Bhaalist Armour]] | |||
| +2 | |||
|Armour | |||
|Light Armour | |||
| | |||
|- | |||
|[[Elegant Studded Leather]] | |||
| +2 | |||
|Armour | |||
|Light Armour | |||
| | |||
|- | |||
|[[Elven Chain]] | |||
| +2 | |||
|Armour | |||
|Medium Armour | |||
| | |||
|- | |||
|[[Flame Enamelled Armour]] | |||
| +1 | |||
|Armour | |||
|Medium Armour | |||
| | |||
|- | |||
|[[Ambusher]] | |||
| +1 | |||
|Weapon | |||
|Shortsword | |||
| | |||
|- | |||
|[[Bow of Awareness]] | |||
| +1 | |||
|Weapon | |||
|Shortbow | |||
| | |||
|- | |||
|[[Fistbreaker Helm]] | |||
| +1 | |||
|Headwear | |||
| - | |||
| | |||
|- | |||
| [[Halberd of Vigilance]] | |||
| +1 | |||
|Weapon | |||
| Halberd | |||
| | |||
|- | |||
| [[Stalker Gloves]] | |||
| +1 | |||
|Handwear | |||
| - | |||
| | |||
|- | |||
|[[Studded Leather Armour +2]] | |||
| +1 | |||
|Armour | |||
|Light Armour | |||
| | |||
|- | |||
|[[Hide Armour +2]] | |||
| +1 | |||
|Armour | |||
|Medium Armour | |||
| | |||
|- | |||
|[[Scale Mail +2]] | |||
| +1 | |||
|Armour | |||
|Medium Armour | |||
| | |||
|- | |||
|[[Yuan-Ti Scale Mail]] | |||
| +1 | |||
|Armour | |||
|Medium Armour | |||
| | |||
|} | |||
{{:Surprise (Game Mechanic)}} | |||
{{ | |||
[[Category:Gameplay mechanics]] | |||
Revision as of 21:12, 12 April 2024
Initiative determines the order of turns during combat.
Rolling Initiative
When combat begins, every participating combatant rolls D4 + Dexterity Modifier to determine their position in the initiative order. Participants act in order from highest to lowest Initiative. If two participants roll the same Initiative result, the one with a higher Dexterity Score goes first, though characters controlled by the same player with the same Initiative effectively act simultaneously: they can use their collective actions, movement and other turn-based resources in any order they choose.
Initiative bonuses
Many class features, feats, magic items and consumables can improve a character’s initiative by granting additional bonuses to the roll. Many of these are also used by NPCs. Unlike in tabletop rules, it is NOT considered a skill check, and so initiative is not affected by features or effects like Jack of All Trades or Enhance Ability: Cat's Grace (Condition).
Source | Value | Type | Subtype | Other |
---|---|---|---|---|
Alert | +5 | Feat | - | Cannot be Surprised |
Elixir of Vigilance | +5 | Consumable | Elixir | Cannot be Surprised |
Feral Instinct | +3 | Feature | - | Cannot be Surprised |
Dread Ambusher | +3 | Feature | - | |
Hellrider Longbow | +3 | Weapon | Longbow | |
Sentinel Shield | +3 | Shield | - | |
Assassin of Bhaal Cowl | +2 | Headwear | - | |
Mask of Soul Perception | +2 | Headwear | - | |
Soulbreaker Greatsword | +2 | Weapon | Greatsword | |
Bhaalist Armour | +2 | Armour | Light Armour | |
Elegant Studded Leather | +2 | Armour | Light Armour | |
Elven Chain | +2 | Armour | Medium Armour | |
Flame Enamelled Armour | +1 | Armour | Medium Armour | |
Ambusher | +1 | Weapon | Shortsword | |
Bow of Awareness | +1 | Weapon | Shortbow | |
Fistbreaker Helm | +1 | Headwear | - | |
Halberd of Vigilance | +1 | Weapon | Halberd | |
Stalker Gloves | +1 | Handwear | - | |
Studded Leather Armour +2 | +1 | Armour | Light Armour | |
Hide Armour +2 | +1 | Armour | Medium Armour | |
Scale Mail +2 | +1 | Armour | Medium Armour | |
Yuan-Ti Scale Mail | +1 | Armour | Medium Armour |
Surprised
is a special condition that can affect creatures during the first round of combat. When one side of a combat encounter is unaware of the other side, they may be Surprised. A Surprised creature cannot take any Actions or Reactions for one combat round. Characters with the Alert feat, the Feral Instinct feature or under the effects of certain items (like the Elixir of Vigilance) cannot be Surprised.
Certain combat encounters, especially ones that occur after an in-game cutscene, are set to always the party. These can usually be countered by utilizing conditions such as or hiding in heavily obscured areas with spells such as before triggering them.
List of Surprise encounters
- Sneaking into the Overgrown Ruins Refectory will leave Andorn .
- Interacting with certain caskets in the cave inside the Apothecary's Cellar will cause an Agile Guardian to burst out and the party.
- Attacking the bloated hyenas along the Risen Road will leave them .
- Magma Mephits will the party if they approach the mithral vein closest to the Adamantine Forge.
- All Mimic combat encounters will always the party when interacting with them in their disguised form. Attacking them from range will start the battle without being surprised.
- In the Underdark, approaching the Petrified Battlefield will initiate combat with a Spectator, triggering a cutscene which leaves the party .
- Approaching the Underdark Beach will trigger a conversation with a Duergar. If attacked immediately, the whole Duergar party will be left . If Gekh Coal is called and he turns hostile, the player's party will be instead.
- At the end of "Dribbles'" performance at the Circus of the Last Days, the party will be left unless the ambush is observed through passive Perception checks, in which case the ambushers will be instead.