On the Shoulders of Dwarves
Initiative Mechanics (episode 81)
Why is it important? (01:00)
Who tracks the initiative? (03:50)
Tracking init was considered one of the holy duties of the GM. But does it have to be?
See our episode on [Sharing GM Responsibilities.](https://dwarves.podiant.co/e/sharing-gm-responsibilities-episode-18-3603a01bff62b2/)
## Different initiative mechanics:
- **D&D (2E-5E) & Pathfinder (06:20)**: You roll a d20 for Initiative. (skip to 07:00 to hear us digress to D&D 1E).
- **Pathfinder 2nd (08:14)**: The skill used for Initiative is determined by the circumstances.
- **Shadowrun (09:08)**: Initiative score, a number of d6 determined by the type of thing you’re doing, the space in which you act. Then initiative passes, reducing 10 after each pass.
- **Exalted (10:53)**: Ticks ticking by.
- **Phoenix Dawn Command (13:40)**: The players move the Torch around, every player gets one action in a cycle. Challenges act between turns, on their speed.
- **Star Wars and Genesis (15:30)**: Two init skills, cool or vigilance. Results become slots, into which each PC or NPC can be inserted once per round.
- **Conan D20 (17:20)**: You all act before NPCs unless an NPC has an ability or GM spends Doom.
- **One Roll Engine (ORE) (19:15)**: Declaring at the same time, or by order of Sense stat from low to high. Widest first, Height is the tiebreaker. Getting hit means you’re losing a die from a set.
- **Savage Worlds (21:45)**: Everyone draws cards, some special abilities allow you to re-draw better.
- **Mouse Guard (22:45)**: Acting in three rounds, choose from 4 options in secret.
- **Apocalypse World (24:54)**: No such thing as structured gameplay, only different paces.
- **Mistborn Adventure Game (26:52)**: During Conflicts, you declare actions by order of Wits, high to low, then act in the opposite order, low to high. Changing your declared action invokes a penalty on your roll, which can be quite harsh. (Eran did a whole review on the system, check it out at [https://www.eranaviram.me/review-mistborn-adventure-game](https://www.eranaviram.me/review-mistborn-adventure-game/)).
- **Fate Core (28:40)**: based on skills usually Notice in combat and Empathy in mental
- **Fate Accelerated (29:16)**: roll approach based on physical or mental combat.
- **Dramatic Initiative (30:04)**: The person whose turn just ended decide who goes next. Unfortunately, I couldn’t track the person who first wrote about this. If you know who this is - tell me.
### Additional thoughts on Initiative:
- **Eran’s new system (31:28)** - some thoughts about the new system that Eran is working on.
- **Duels (33:00)** - how to resolve duels (“high noon” style) - example: Undeadwood card duel
- [Castle Falkenstein](https://www.drivethrurpg.com/browse/pub/3865/Fat-Goblin-Games/subcategory/7767_26475/Castle-Falkenstein?affiliate_id=29668) (35:10) has an interesting system as well.
You might want to listen to our episode on [Opposed PC Rolls](https://dwarves.podiant.co/e/opposed-pc-rolls-episode-68-379460e2ff89f4/) if you want to hear more.
### Summary (36:10)
### Taking the load off (37:10)
**Eran** - Finishing up Hell’s Rebels, how happy they are that the fight was easier than first perceived
**Uri** - played a session 0 for my new [Masks](https://www.drivethrurpg.com/product/193258/Masks-A-New-Generation?affiliate_id=29668) campaigns.
Also, [Escaping Thalamus’s Lab](https://www.drivethrurpg.com/product/294848/Escaping-Thalamuss-Lab?affiliate_id=29668) is available on DriveThruRpg.
Brought to you by Eran Aviram of On the Shoulders of Dwarves