Anyone ever try something like this? Basically "zipper" initiative. Players roll initiative as usual. Then the highest initiative rolled by a player is compared to the big bad's initiative to determine who goes first (big bad is always going to go either first or second no matter what). If there are minions, the DM doesn't roll initiative for them but manually places one after each player. Any leftover minions just go at the end.
He claims it makes initiative a little faster and manageable because you're not rolling for each monster or group of monsters, just the big bad, and then manually placing any minions. Also keeps combat more engaging and balanced because it goes back and forth rather than having situations where one side nukes the other. And prevents anti-climactic boss fights if the big bad rolls poorly and gets nuked. Now he at least gets a turn near the beginning of combat.
My campaign has been four players for the first 10 sessions, but two more players are joining next session and I'm looking at ways to keep combat manageable, fast, and engaging for the players.
I've been thinking about this. I like the result that the monsters don't all go at once. That always seemed janky. But one thing that would piss me off is if I rolled a nat 20 and only got to go 3rd. Last session we had a fight were 2 of us rolled nat 20s on the initiative. The nat 20 is already pretty much wasted on an initiative roll, but doing it like this makes the initiative roll mean even less. A good or bad roll should have consequences. If the monster rolls an 8, he shouldn't get to go second. Might as well just skip the rolling, let the players set their order and flip a coin to see if monsters or players go first.
One of the things he said he was trying to fix in the video was the casters tossing an AOE before the monsters can disperse. As a bard, it always pisses me off how everything gets to move out of range before I can hit them with faery fire. So I'm definitely not experiencing that problem.
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