(Mods, if this belongs in House Rules please move it there but I felt this post was better served here.)
Hi all,
There's something I wanted to discuss with Dark Heresy players and GMs alike. Is it just me or is rolling for initiative, despite being one of the most fun things a GM can say to their players, is actually quite long and boring in reality and detracts from what should be an exciting combat encounter? This problem is particularly problematic if it's a relatively large combat encounter. Any sense of surprise or excitement is usually diminished by the time this process is over, something I noticed in my own games somewhat (although I'd taken steps to improve it somewhat so it wasn't too bad) and to me anyway, is painfully obvious in some recorded play sessions such as the otherwise excellent grimdark podcast.
I'm thinking of changing the process slightly so that players roll for initiative at the very start of the session regardless of whether I've got any combat planned or not. Then, if it looks like combat will occur, I'll either have the NPC initiative already rolled pregame or roll for it (in secret) leading up to the encounter (I play over roll20 so this wouldn't be hard) and then instead of saying "roll for initiative", i'll state "combat begins" and immediately have the first character take their first action. Mechanically, it should be the same, especially if I allow the players to spend a fate point immediately at the start of combat to count as having rolled a 10 for initiative instead. At the end of the encounter, I can have the players roll again if need be so the order will be different in a future encounter.
How does this sound? I can't see it presenting a problem but then again, I've only got one campaign under my belt and I wanted to see what the more experienced acolytes and GMs thought.
All the best,
Eisenhorn