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Initiative triggers

The following table provides a comprehensive overview of general actions a player might decide to undertake in the presence of a potentially hostile group. Each action is accompanied by a brief description and an indication of whether it typically triggers an initiative roll

ActionDescriptionTriggers Initiative
AttackThe player decides to attack a member of the group. This could be a melee attack, ranged attack, or casting an offensive spell.Yes
StealingThe player attempts to steal something from the group or its environment.Yes
IntimidationThe player tries to intimidate the group, which could escalate to combat if unsuccessful.Yes
TrespassingThe player enters a restricted area controlled by the group.Yes
ProvocationThe player insults or provokes the group in some way.Yes
Deception FailureThe player tries to deceive the group and fails.Yes
SpellcastingThe player casts a spell that the group perceives as a threat.Yes
Hostage SituationThe player takes a member of the group hostage.Yes
TradingThe player offers to trade goods or information with the group.No
DiplomacyThe player attempts to negotiate or parley with the group.No
Gathering InformationThe player observes the group from a distance or asks around about them.No
HealingThe player uses a healing spell or ability on a member of the group.No
Non-threatening SpellcastingThe player casts a spell that is not perceived as a threat by the group.No
HidingThe player attempts to hide from the group. This could be to avoid detection or prepare for a surprise attack.Generally no, depends on the situation

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