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chaos_initiative_rules

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//Standard rules have everyone rolling their d20 and adding their initiative bonus. This is fine most of the time. In our group we do these rolls and then everyone gets an index card with the number in order turn wise they are for the combat each round. Simple enough, and we like to doodle on the index cards as well which makes for amusing art and combat placement cards. //

Chaos Initiative Rules

To up the chaos level for some combat, I'm going to experiment with a different sort of randomized combat order. Two levels of such for that matter, and I'm guessing it'll make my players have neat little heart attacks at the table. Using this method is probably best when there's an excuse for a chaotic start to combat instead of a well orchestrated ambush or devised plan.

Level 1 Chaos
  1. Take a normal poker deck.
  2. Deal everyone a poker card upside down.
  3. Deal the enemy/enemies poker cards as well, either individually or as groups as needed.
  4. (tension should build)
  5. Players and enemy cards alike are flipped, lowest numbers go first in order. This defeats any linear strategy that players might have had going in.
  6. There order for the rounds throughout the entire combat are now based on this order until it is over.
Level 2 Chaos
  • Same as Level 1 Chaos, except that instead of reusing the former round's initiative order, the cards are dealt again, newly each round.
  • This could result in something like a PC or Monster getting back to back turns, for better or worse. Anxiety is peak.
Potential Clarifications
  1. In the event of a TIE, let us say a 9 or Hearts is in one PC's hand and a 9 of Clubs is in another's, then they go simultaneously. No damage or attack rolls are made until they have both 100% locked in what they intend to do and then they are held to it.
  2. The above also applies to tied combinations of Monsters, NPCs, PC/Monster, etc. Whatever entities tie, get to go at the same time.
  3. Poker decks usually have a Joker. Joker rules could be that they get another card dealt to them, which becomes their actual order, but the Joker gives them a surprise second turn directly after the first one. Anxiety happens if an opponent gets that, but a cheering shout should erupt if a Player Character gets it.
  4. ACE could be counted as a 1 or a 13. Whomever draws it will get to decide. There's strategic advantage in those sorts of choices.
chaos_initiative_rules.1768238685.txt.gz · Last modified: by dungeonmaster

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