The initiative factor affects who can do what and when during the course of an encounter of any sort.
Surprise, already covered heretofore, obviates the need for initiative checks, as the surprising party has complete freedom of action for a time. However, surprise eventually wanes, and then, just as in other circumstances, the relative weight of action must be determined.
Initiative allows one group, the party or the monster(s), to begin some course of action prior to the other group.
Actions affected by initiative are many and include slamming a door, fleeing, moving to grapple or melee, a call for a truce or surrender, firing wands, discharging missiles, beginning a spell, and so on.
The initiative check is typically made with 2 six-sided dice, 1d6 for the party, and another for the creatures encountered.
This check is made each round of play where first action is a factor.
A. Avoid engagement (flee, slam door, use magic to escape, etc.) if possible.
B. Attempt to parley.
C. Await action by other party.
D. Discharge missiles or magical device attacks or cast spells or turn undead.
E. Close to striking range, or charge.
F. Set weapons against possible opponent charge.
G. Strike blows with weapons, to kill or subdue.
H. Grapple or hold
Initiative is NOT checked at the end of charge movement. The opponent with the longer weapon/reach attacks first.
A solid formation of creatures with long weapons will strike opponents with shorter weapons first, a rushing opponent will be struck first by a pole arm/spear set in its path.
The Dexterity Attacking Adjustment is for missile firing considerations when initiative is considered. It adjusts the initiative die roll for the concerned individual only. Thus, it may well allow the concerned individual to discharge a missile prior to the opponent’s attack even though the opponent has gained the initiative otherwise or vice versa.
Spell casters must note what spell they intend to cast at the beginning of each round prior to any knowledge of which side has initiative.
A spell’s commencement is dictated by initiative determination as with other attack forms, but their culmination is subject to the stated casting time. Both commencement and/or completion can occur simultaneously with missile discharge, magical device attacks, and/or turning undead.
Unless combat is spell versus spell, many such attacks will happen near the end of a melee round. This is because the spell requires a relatively lengthy time to cast, generally longer as spell level increases, so high level spells may take over a full melee round to cast.
Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die, whichever is applicable. (If the spell caster’s side won the initiative with a roll of 5, the attack must come then, not on the opponent’s losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round (given the d6 roll for initiative).
These attacks are the spell-like discharge functions of rods, staves, wands and any similar items. These attacks can occur simultaneously with the discharge of missiles, spell casting, and/or turning undead. The time of such discharge by any magical device is subject to initiative determination.
Simultaneous Initiative. When opponents in melee have tied for initiative, blows (attack routines included) occur simultaneously, except when both opponents are using weapons.
Each weapon has a speed factor, and in the case of otherwise simultaneous blows, the opponent with the weapon which has the lower speed factor will strike first.
Thus, a blow from a fist occurs before a blow with a dagger (1 to 2), a dagger before a short sword (2 to 3), a short sword prior to a hammer (3 to 4), and so on.
Weapon Speed Factor. This number is indicative of the wieldiness of any particular weapon, how long it takes to ready the weapon against an opponent, or how long it takes to recover and move it in its attack mode.
When weapon speed factor is the determinant of which opponent strikes first in a melee round [Ed. ie. in cases of Simultaneous Initiative for two sides in melee], there is a chance that one opponent will be entitled to multiple attacks.
Compare the score of the lower-factored weapon with that of the higher. If the difference is at least twice the factor of the lower, or 5 or more factors in any case, the opponent with the lower factored weapon is entitled to 2 attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever. If the difference is 10 or greater, the opponent with the lower-factored weapon is entitled to 2 attacks before the opponent is allowed to attack, and 1 further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after on initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable.
A pike, for example, is a 13, as it must be lowered, grasped, and then held/thrust firmly. Such a weapon is not usable in dungeon settings, or anywhere else without masses of other pikes to support it. In the latter case, an opponent surviving the first attack from the bearer of the pike will likely be able to strike several times before recovery of the pike for a second thrust. This is further detailed below. A two-handed sword, with a 10 speed factor, likewise requires a lengthy readying time and recovery period after its attack due to its size and weight.
Other Weapon Factor Determinants. The speed factor of a weapon also determines when the weapon strikes during the course of the round with respect to opponents who are engaged in activity other than striking blows.
Thus, suppose side A, which has achieved initiative (action) for the round, has a magic-user engaged in casting a spell.
Melee vs. Spell. Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive.
When one or more creatures involved in combat are permitted to use their attack routines twice or more often during the round, then the following initiative determinants are employed.
When the attack routine may be used twice, then allow the side with this advantage to attack FIRST and LAST with those members of its group who have this advantage. If it is possessed by both parties, the initiative roll determines which group strikes FIRST and THIRD, which group strikes SECOND and LAST.
If one or both groups have members allowed only one attack routine, it will always fall in the middle of the other attacks, the order determined by dicing for initiative, when necessary. If one party has the ability to employ its attack routines thrice, then the other party dices for initiative to see if it, or the multi-routine group, strikes first in the mid-point of the round. Extrapolate for routines which occur four or more times in a round by following the method above.
Attack Routine. Note that a routine is the attack or attacks usual to the creature concerned, i.e. a weapon (or weapons) for a character, a claw/claw/bite routine for a bear (with incidental; damage assessed as it occurs - the hug, for example). A 12th level fighter is allowed attack routines twice in every odd numbered melee round, for example, and this moves up to three per round if a haste spell is cast upon the fighter. Damage from successful attacks is assessed when the “to hit” score is made and damage determined, the creature so taking damage having to survive it in order to follow its attack routine.
Ties. It will often occur that initiative determination results in a tie. This merely indicates that each party has equal chances for acting and that attacks occur simultaneously. In cases of equal initiative score, damage accrues to both groups regardless of what is inflicted.
If all creatures are fighting unarmed, see Non-lethal and Weaponless Combat.
Note. If the opponent of a grappling, pummeling or overbearing attack has a weapon, the opponent will always strike first unless the attacker has surprise. Any weapon hit does NO damage, but it does indicate that the attacker trying to grapple, pummel or overbear has been fended or driven off, and the attack is unsuccessful. The weapon-wielder then has the opportunity to strike at the weaponless one “for real”, if he or she so chooses. Surprised opponents with weapons have no chance for a fending-off strike, unless the attacker must use all surprise segments to close to grapple, pummel, or overbear.
The specific rules for these cases will be found in the entry of the creature, spell or item (ex. the spell haste, slow, or a crossbow of speed).
A sword with a factor of 5 (broad or long) is being used by on opponent of a magic-user attempting to cast a fireball spell (3 segment casting time).
If the sword-wielding attacker was represented by a losing initiative die roll of “1”, the spell will be cast prior to the sword’s blow.
A “2” will indicate that the spell and the blow are completed simultaneously.
A “3-5” will indicate that the blow has a chance of striking (if a successful “to hit” roll is made) before the spell is cast, arriving either as the spell is begun or during the first segment of its casting.
Suppose instead that a dagger were being employed. It has a speed factor of only 2, so it will strike prior to spell completion if the initiative roll which lost was “1-4” (the adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously if the die score as a “5”.
If the weapon being employed was a two-handed sword (or any other weapon with a speed factor of 10, or 9 for that matter) there would be no chance far the reacting side to strike the spell caster prior to completion of the fireball.
Note that even though a spell takes but 1 segment to complete, this is 6 seconds, and during that period a reacting attacker might be able to attack the magic-user or other spell caster prior to actual completion of the spell!
If combat is simultaneous, there is no modification of the weapon speed factor.
Inflicting Damage. Except as noted under Ties, above, damage (or the general results of some attack routine such as a turning of undead or casting of a slow spell) is inflicted upon the reacting party prior to allowing these creatures their portion of action in the melee round.
Thus, some of the members of the party which does not have the initiative might be caught in a web spell, others might be turned by a cleric, and some damaged or killed/destroyed by other spells, missile discharge, and blows from hand-held weapons before they ever have a chance to themselves act. The reacting party’s action could be an attempt to flee, cast spells, hurl missiles, or melee - it does not matter. If the reacting party does use attack routines, for example, the damage so inflicted will be assessed immediately. This could well mean that if they win the initiative roll next round, they can attack a second time, doing damage accordingly, before the opponent party can act.