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5. Initiative

During combat or at other times where it is important to know who goes first you will need to assemble the Initiative Stack. To do this get a container and a selection of coloured dice or other convenient markers (consider cards, poker chips, and so on).

Assign each character 2 Tokens of a single color.

Add Tokens to the Stack for the enemies equal to their total combined Initiative (if you have 8 Lizard-Men (Initiative 2) you would add 16 tokens to the Stack).

Add 1 Token of a distinct colour to the Stack. This Token signifies the End of the Round.

OPTIONAL: Enemy Initiative Limit. It is very likely that sometimes the characters’ enemies will grossly outnumber them and make it very hard for them to act. The GM may optionally limit the number of Enemy Initiative Tokens placed in the Stack to double that which the characters contribute. So if a party of 5 (10 Initiative Tokens in total) is attacked by fifty goblins (50 Initiative Tokens) the goblins will only contribute 20 Tokens to the Stack. Bear in mind that the GM should feel free to balance Initiative Stacks as it seems appropriate.

The GM will remove a Token from the Stack at random, the colour or design of which will determine who holds the Initiative and takes a Turn. Consider giving a copy of their Token to each player so that everyone remembers which colour or design is theirs.

If the End of the Round Token is drawn all Tokens, including the End of the Round Token, are put back in the Stack. Remove Tokens contributed by dead characters and enemies, resolve any per Round or end of Round activities such as magic effects, Drowning (7.9), fire, poison, or bleeding, then draw another Token and carry on.

Hired help that are willing to engage in combat each provide 1 Initiative Token to the Stack. Henchmen share a single colour Token and when a henchman Token is drawn the GM determines who acts and what they do. The GM should take the wishes of the players under advisement but act in the best interests of the henchman.

All enemies contribute a varying number of Initiative Tokens to the Initiative Stack according to their combined Initiative and share the same colour or design. When drawing an enemy Initiative Token the GM can declare that any enemy is acting, including an enemy who has acted previously this Round. Obviously this can be abused for mechanical gain on the GM’s part though that would be entirely to the detriment of the game and is discouraged. Apply Initiative Tokens as they make sense.

The random Turn length adds a degree of uncertainty where you never know how much time you have left. When actions are not taking place it represents hesitation, panic, or other incidental delays that can happen in a tense encounter where every second counts. The goblins have few Tokens because they are cowardly, not because they are slow; the dragon has many because it knows exactly what it wants, not because it is fast.