Mike Mearls of WOTC on Initiative| D&D Discussions
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Here's Mike Mearls' New D&D 5E Initiative System- http://www.enworld.org/forum/content.php?4119-Here-s-Mike-Mearls-New-D-D-5E-Initiative-System#.WSOEbuvyuM_
Mike Mearls of WOTC on Initiative| D&D Discussions
Above the link. Below a copy of the post from ENWorld. Ted and Dave weigh in on the initiative system Mike Mearls uses in his 5e D&D game.
[UPDATED] Here's Mike Mearls' New D&D 5E Initiative System
by Morrus
Read more about: Dungeons & Dragons
Tuesday, 16th May, 2017 11:04 AM
In his AMA yesterday, WotC's Mike Mearls frequently referenced his dislike for D&D's initiative system, and mentioned that he was using a new initiative system in his own games. He later briefly explained what that was: "Roll each round. D4 = ranged, d8 = melee, d12 = spell, d6 = anything else, +d8 to swap gear, +d8 for bonus action, low goes 1st. Oh, and +d6 to move and do something ... adds tension, speeds up resolution. So far in play has been faster and makes fights more intense." That's the short version; there's likely more to it. Mearls mentioned briefly that he might trial it in Unearthed Arcana at some point to see what sort of reaction it gets.
In his AMA, Mearls indicated it was cyclic initiative he didn't like ("Cyclical initiative - too predictable"), which the above doesn't address at all (it merely changes the die rolls). Presumably there's more to the system than that quick couple of sentences up there, and it sounds like initiative is rolled every round. So if your initiative is based on your action, presumably you declare your action before rolling initiative (as opposed to declaring your action when your initiative comes around).
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UPDATE: I asked Mearls a couple of quick questions. He commented that it "lets ranged guys shoot before melee closes, spellcasters need to be shielded". He also mentioned that he "tinkered with using your weapon's damage die as your roll, but too inflexible, not sure it's worth it".
How is this implemented in-game? "Roll each round, count starts again at 1. Requires end of turn stuff to swap to end of round, since it's not static. In play I've called out numbers - Any 1s, 2s, etc, then just letting every PC go once monsters are done". You announce your action at the beginning of the round; you only need to "commit to the action type - you're not picking specific targets or a specific spell, for instance."
Dexterity does NOT adjust INITITIATVE. Mearls comments that "Dex is already so good, i don't miss it".
So what's the main benefit of the system? "Big benefit is that it encourages group to make a plan, then implement it. Group sees issue of the round and acts around it. I also think it adds a nice flow to combat - each round is a sequence. Plan, resolve, act, encourages group cohesion. Resolution is also faster - each player knows what to do; you don't need to pick spells ahead of acting, but groups so far have planned them."
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