Dungeons and Dragons Initiative 3.5 PBP RPG

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Initiative

Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.

Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can't make attacks of opportunity.

Inaction: Even if you can't take actions, you retain your initiative score for the duration of the encounter.

Surprise

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

Determining Awareness

Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining awareness may call for Listen checks, Spot checks, or other checks.

The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.


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There was one tabletop superhero Role-playing Game I was playing in where one of the other players decided to go evil. He ambushed my character and severed all the nerve connections (His character was a super genius gadgeteer) making my character essentially useless. The Dungeon Master said there was nothing I could do, and I guess he was hoping the other players would step in and do something, but they didn't. I was so angry at this guy, and I asked if there was any chance of something, and he said okay, match my roll and rolled d100. He rolled 00, and showed the group, and everyone looked at me, sadly, except for the instigator. I don't know why or how, but at that moment I felt that the dice would do what I wanted And I rolled And got 00. Before I tossed the dice, I knew utterly that I was going to match the roll. Its happened a couple of more times like that in my life, where I knew what I was going to roll before the dice even hit the table, but nothing I did to make it happen. Its like when you shoot an arrow or a gun and you KNOW that your shot was perfect as you shoot.

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NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


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