Under The Singing Bridge

DCC House Rule - Side-based Initiative

What?

What follows are side-based initiative rules for Dungeon Crawl Classics that are adapted from Old School Essentials with some notes for DCC's nuances.

This is something of a living document and the rules are subject to change until we test them out thoroughly in our Caverns of Thracia campaign.

Why?

Though I am a huge fan of DCC, I am equally blessed(?) with a generously sized group of six players. We have found repeatedly that the standard individual initiative system in the RAW does slow down the action somewhat, especially once the group has progressed past the 0-level funnel/meat grinder.

I therefore wanted to try out side-based initiative to see if this speeds up proceedings while also giving the player group the opportunity for more tactical, interesting decisions.

There will be a few trade-offs, like the warrior's level initiative bonus, but such is life.

How?

The standard units of timekeeping (10 second rounds, 10 minute turns) remain unchanged.

When an encounter begins, the following procedure is followed:

Combat Sequence

  1. Determine Surprise
    Unless one side would clearly be aware of the other (the player's torches giving them away etc), there is a chance for either side to be surprised. A d6 for both sides is rolled, on a 1-2 that side is surprised. If both sides are surprised, there is an awkward moment of inactivity before the melee begins.
  2. Declare melee movement and spellcasting
    Players characters and NPCs must declare if they are casting spells (or using spell-like abilities) or moving while engaged in melee.
  3. Roll Initiative
    A d6 is rolled for both sides, highest roll goes first. Tied? Roll again!
  4. Winning side acts:
    • 4.a. NPC morale check, if applicable (see DCCRPG pg.94)
    • 4.b. Movement
    • 4.c. Missile attacks
    • 4.d. Spell casting
    • 4.e. Melee attacks
  5. Next side acts (4.a. to 4.e.)\
  6. End of round, next round starts at step 2.

Surprise

Surprised parties are unable to act in the first round of melee.

Two-handed weapons

Characters wielding two-handed weapons make their attacks last, as if they were on the initiative-losing side.

Spell duels

The spell duelling rules from DCCRPG pg.98 are essentially unchanged; the wizards, elves and clerics that declared spellcasting and won initiative can be counterspelled by the declared casters on the "losing" side.