Use Static Initiative for Monsters
There are lots of little lazy tricks we can use to streamline our 5e RPGs. I'm a big fan of using static monster damage for example. I find anything to help speed up and streamline the game worthwhile.
Forge of Foes (currently on Kickstarter!) is packed with tips and tricks for running awesome 5e monsters. Some tips offer fast and dirty tricks for streamlining your game. The book also has lots of tools and advice for adding detail, changing up tactics, and building big and engaging encounters. If you're a tactically-focused GM, you'll find as much to love in Forge of Foes as those who prefer the simple tricks to speed things up. Take a look at the free preview and back it on the Forge of Foes Kickstarter page!
One trick I've been using, which shows up in the "Lazy Tricks for Running Monsters" chapter of Forge of Foes, is static initiative for monsters. I started doing this a year or so ago and I really like it.
For a video on this topic, check out my Use Static Initiative for D&D 5e Monsters YouTube video.
With static initiative, you skip rolling initiative for monsters and instead give monsters an initiative of 10 + their dexterity modifier. If you want to group different types of monsters together, use the best dex mod of the group, or split them up with their own static initiative scores if you want.
Want an even easier way? Just make it 12.
There are some big advantages to static initiative. First, it saves you the time of rolling initiative. If someone else at the table is managing initiative for you (another lazy trick I really love), tell them the monsters have an initiative of 12. Like static monster damage, it's fast and it's easy.
Static initiative also puts monsters in the middle of the initiative order. This ensures the characters don't destroy half the monsters before they ever get a chance to act. Acting in the middle of initiative gives monsters a small but valuable edge, especially at higher levels.
Also, in my experience, players don't tend to care. In years of doing this for multiple groups, I've not had a player even mention it. I'm sure they know it's going on, but it just doesn't matter to them. Beating the monsters' initiative matters to them but when they know it's a static number of 12, they now have a reasonable number to beat.
You'll still have circumstances where all of the characters go before the monsters. That's fine. But it won't be because the monsters rolled low. It'll be because all of the players rolled high and that's cool and fun.
If you're more of a tactical DM who likes all the nuances of 5 foot squares, prefers rolling for monster damage, runs lots of different types of monsters in a battle, or likes rolling individual initiative for every monster in a battle — you can still do so. You might keep this idea on hand and use it for some of your battles where speed is more important than detail and tactical accuracy. Battles with less consequential outcomes or battles against easier opponents might benefit from static initiative. If you're like me, though, you might end up using it all the time.
So, to speed up your game and balance things out a little bit, try using a static initiative score of "12" for your monsters. It'll surprise you how much it streamlines your game.
Last Week's Lazy RPG Talk Show TopicsEach week I record an episode of the Lazy RPG Talk Show (also available as a podcast) in which I talk about all things in tabletop RPGs. Here are last week's topics with timestamped links to the YouTube video:
Forge of Foes Kickstarter ContinuesRadiant Citadel Nominated for a NebulaTome of Beasts 1 Revisited Campaign Builder - Cities and Towns by Kobold PressD&D Community UpdateD&D Content Creator's SummitHow Can Wizards be a Stronger Positive Force in the RPG Community?Patreon Questions and AnswersAlso on the Talk Show, I answer questions from Sly Flourish Patreons. Here are last week's questions and answers:
Modifying NPCs with Species TraitsThe Challenge of Discovering SecretsIntegrating In Disconnected CharactersUsing Dice for Other Things In-WorldRPG TipsEach week I think about what I learned in my last RPG session and write them up as D&D tips. Here are this week's tips:
Put big decisions towards the end of the game so you know where things are heading next. Always consider what the characters can do in any given scene. End just before a big battle and you have a strong and meaty start to your next game. Aim for four players at your game. It's the ideal mix of character synergy and focus.Build fantastic locations. You have an unlimited special effects budget. Instead of rolling monster initiative, just give them a static score of 12.Ask your players to take notes. Refer to their notes during your recap. Related ArticlesSimpler Initiative OptionsThe Case for Static Monster DamageTwenty Things to Do Instead of Checking Social Media13 Tips to Speed Up D&D CombatEasier Initiative CardsGet More from Sly FlourishRead more Sly Flourish articlesBuy Sly Flourish's BooksWatch Sly Flourish's YouTube videosSubscribe to Sly Flourish's PodcastSupport Sly Flourish on PatreonBuy Sly Flourish's Books Return of the Lazy Dungeon Master The Lazy DM's Companion Lazy DM's Workbook Fantastic Lairs Fantastic Adventures: Ruins of the Grendleroot Fantastic AdventuresHave a question or want to contact me? Check out Sly Flourish's Frequently Asked Questions.
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