Will rerolling initiative each round stop meta-gaming about initiative?Can you use a readied action to act on...

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Will rerolling initiative each round stop meta-gaming about initiative?


Can you use a readied action to act on a different round?How do you handle “until next turn” effects with the Speed Factor Initiative Variant?How does using Speed Factor initiative affect the speed of play?Handling fights with many combatants and constantly changing initiative valuesIs using an ability which affects the next person to hit, knowing a particular PC goes after you, considered meta-gaming?When do player characters leave turn-based action (i.e. initiative order) if they are in a hostile area?How does Crossbow Expert ignoring the Loading Property interact with the Speed Factor initiative variant?How to prevent metagame in betrayal/PvP scenarios?Is this alternative initiative house-rule balanced?Is initiative order affected by a player volunteering to begin combat?













4












$begingroup$


I am thinking of implementing Speed Factor Initiative, but I don't really want to use all of it.



Speed Factor Initiative "RAW" would work like this:




  • Everyone must declare an action prior to rolling

  • Initiative is rolled after each round

  • There are additional modifier to be added based on weapon type and size


While I love the unpredictability of this initiative variant, I am not sure that my player are experienced enough to declare their action this early. I am looking at only taking the portion of this variant that causes everyone to re-roll each round.



I don't want them to have to declare their action ahead of time, or make the formula for initiative more complex.



Has anyone else tried this? Did it work? My main purpose is to kind of stop meta-gaming naturally. Because there are some brand new player, I want them to be able to converse with the people who have played before, but I don't want a conversation like this to happen:




PC1: I don't really know what to do here



PC2: Well if I move here and
you move there we can flank the goblin. Because we have higher
initiative, he won't be able to act before this happens




While this is constructive for PC1 to learn some of these battle tactics, I think by simply mixing up initiative each turn, that will be enough to really thwart the meta-gaming because they don't really know who acts when.










share|improve this question











$endgroup$








  • 2




    $begingroup$
    Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
    $endgroup$
    – Gandalfmeansme
    5 hours ago






  • 4




    $begingroup$
    I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
    $endgroup$
    – PJRZ
    5 hours ago












  • $begingroup$
    I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
    $endgroup$
    – SaggingRufus
    5 hours ago






  • 1




    $begingroup$
    Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
    $endgroup$
    – NautArch
    5 hours ago






  • 3




    $begingroup$
    This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
    $endgroup$
    – NautArch
    5 hours ago
















4












$begingroup$


I am thinking of implementing Speed Factor Initiative, but I don't really want to use all of it.



Speed Factor Initiative "RAW" would work like this:




  • Everyone must declare an action prior to rolling

  • Initiative is rolled after each round

  • There are additional modifier to be added based on weapon type and size


While I love the unpredictability of this initiative variant, I am not sure that my player are experienced enough to declare their action this early. I am looking at only taking the portion of this variant that causes everyone to re-roll each round.



I don't want them to have to declare their action ahead of time, or make the formula for initiative more complex.



Has anyone else tried this? Did it work? My main purpose is to kind of stop meta-gaming naturally. Because there are some brand new player, I want them to be able to converse with the people who have played before, but I don't want a conversation like this to happen:




PC1: I don't really know what to do here



PC2: Well if I move here and
you move there we can flank the goblin. Because we have higher
initiative, he won't be able to act before this happens




While this is constructive for PC1 to learn some of these battle tactics, I think by simply mixing up initiative each turn, that will be enough to really thwart the meta-gaming because they don't really know who acts when.










share|improve this question











$endgroup$








  • 2




    $begingroup$
    Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
    $endgroup$
    – Gandalfmeansme
    5 hours ago






  • 4




    $begingroup$
    I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
    $endgroup$
    – PJRZ
    5 hours ago












  • $begingroup$
    I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
    $endgroup$
    – SaggingRufus
    5 hours ago






  • 1




    $begingroup$
    Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
    $endgroup$
    – NautArch
    5 hours ago






  • 3




    $begingroup$
    This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
    $endgroup$
    – NautArch
    5 hours ago














4












4








4





$begingroup$


I am thinking of implementing Speed Factor Initiative, but I don't really want to use all of it.



Speed Factor Initiative "RAW" would work like this:




  • Everyone must declare an action prior to rolling

  • Initiative is rolled after each round

  • There are additional modifier to be added based on weapon type and size


While I love the unpredictability of this initiative variant, I am not sure that my player are experienced enough to declare their action this early. I am looking at only taking the portion of this variant that causes everyone to re-roll each round.



I don't want them to have to declare their action ahead of time, or make the formula for initiative more complex.



Has anyone else tried this? Did it work? My main purpose is to kind of stop meta-gaming naturally. Because there are some brand new player, I want them to be able to converse with the people who have played before, but I don't want a conversation like this to happen:




PC1: I don't really know what to do here



PC2: Well if I move here and
you move there we can flank the goblin. Because we have higher
initiative, he won't be able to act before this happens




While this is constructive for PC1 to learn some of these battle tactics, I think by simply mixing up initiative each turn, that will be enough to really thwart the meta-gaming because they don't really know who acts when.










share|improve this question











$endgroup$




I am thinking of implementing Speed Factor Initiative, but I don't really want to use all of it.



Speed Factor Initiative "RAW" would work like this:




  • Everyone must declare an action prior to rolling

  • Initiative is rolled after each round

  • There are additional modifier to be added based on weapon type and size


While I love the unpredictability of this initiative variant, I am not sure that my player are experienced enough to declare their action this early. I am looking at only taking the portion of this variant that causes everyone to re-roll each round.



I don't want them to have to declare their action ahead of time, or make the formula for initiative more complex.



Has anyone else tried this? Did it work? My main purpose is to kind of stop meta-gaming naturally. Because there are some brand new player, I want them to be able to converse with the people who have played before, but I don't want a conversation like this to happen:




PC1: I don't really know what to do here



PC2: Well if I move here and
you move there we can flank the goblin. Because we have higher
initiative, he won't be able to act before this happens




While this is constructive for PC1 to learn some of these battle tactics, I think by simply mixing up initiative each turn, that will be enough to really thwart the meta-gaming because they don't really know who acts when.







dnd-5e initiative metagaming optional-rules






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 5 hours ago









SevenSidedDie

208k31666943




208k31666943










asked 6 hours ago









SaggingRufusSaggingRufus

1,114921




1,114921








  • 2




    $begingroup$
    Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
    $endgroup$
    – Gandalfmeansme
    5 hours ago






  • 4




    $begingroup$
    I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
    $endgroup$
    – PJRZ
    5 hours ago












  • $begingroup$
    I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
    $endgroup$
    – SaggingRufus
    5 hours ago






  • 1




    $begingroup$
    Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
    $endgroup$
    – NautArch
    5 hours ago






  • 3




    $begingroup$
    This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
    $endgroup$
    – NautArch
    5 hours ago














  • 2




    $begingroup$
    Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
    $endgroup$
    – Gandalfmeansme
    5 hours ago






  • 4




    $begingroup$
    I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
    $endgroup$
    – PJRZ
    5 hours ago












  • $begingroup$
    I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
    $endgroup$
    – SaggingRufus
    5 hours ago






  • 1




    $begingroup$
    Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
    $endgroup$
    – NautArch
    5 hours ago






  • 3




    $begingroup$
    This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
    $endgroup$
    – NautArch
    5 hours ago








2




2




$begingroup$
Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
$endgroup$
– Gandalfmeansme
5 hours ago




$begingroup$
Could you clarify what kind of actions you consider "meta-gaming about initiative"? I understand what you're proposing, but I'm not sure I understand what you're trying to stop.
$endgroup$
– Gandalfmeansme
5 hours ago




4




4




$begingroup$
I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
$endgroup$
– PJRZ
5 hours ago






$begingroup$
I'm not entirely convinced your current example is really an example of meta-gaming. (Sounds perfectly reasonable for one character to see another hesitate and, from an 'in-universe' perspective, shout "Get that goblin! You flank left!" before charging forward himself).
$endgroup$
– PJRZ
5 hours ago














$begingroup$
I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
$endgroup$
– SaggingRufus
5 hours ago




$begingroup$
I am trying to stop full conversations about what to do next in combat. In previous games I have run, the players spend quite a bit of time conversing about what to do next and talking about scenarios what could happen until eventually, they find the highest combination of skill they can put together. The example maybe wasn't the best. I was just trying to highlight that during combat there will be teaching of new players that could evolve into meta-gaming. I am hoping that by mixing up initiative, they can still talk about it, without having a sure plan that will 100% after the conversation
$endgroup$
– SaggingRufus
5 hours ago




1




1




$begingroup$
Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
$endgroup$
– NautArch
5 hours ago




$begingroup$
Are you asking if people have used Speed Factor variant and what they're thoughts are on it? Or are you asking something else?
$endgroup$
– NautArch
5 hours ago




3




3




$begingroup$
This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
$endgroup$
– NautArch
5 hours ago




$begingroup$
This may be an X-Y Problem. Why don't you describe the concern you've got and ask for solutions?
$endgroup$
– NautArch
5 hours ago










1 Answer
1






active

oldest

votes


















19












$begingroup$

Your problem as described doesn't sound like meta-gaming. It sounds like making tactics, and working together. You should encourage this! If your team can act faster than the goblin, it makes perfect sense to take it out before it can take an action.



From your comment:




I am trying to stop full conversations about what to do next in combat




To me it sounds like you feel your players are spending too much time planning out every single decision in combat, which to be fair can definitely eliminate any sense of dramatic tension.



If you want to up the pace of combat, you can put them on a time limit. Get a timer, an hourglass or something similar and tell your players they have until the sand empties to make your move. 60 seconds is usually plenty of time to make a decision, and once your players get used to it they probably won't even need the timer any more. The problem is that this might put undue pressure on a newer player, since you did mention you have some in your group.



While speed factor is certainly an option, in my experience re-rolling initiative is tedious, and can drag down the pace of the game even more, especially with new players. As pointed out in the comments, messing with initiative order can have other undesired effects. Monsters or players can effectively get two turns in a row, which throws off the balance of a lot of things, such as "until start of your next turn" abilities. Not to mention, re-tracking initiative every round puts even more work on your plate as DM. It also doesn't really solve the root problem of players over-analyzing combat; it just makes things more unpredictable.



As always, talk with your players before you change anything. Make sure everyone is on the same page about what you all want out of the game. If everyone is enjoying the way things are, there may not be a problem and trying to force them to change their ways could cause them to resent you.



Another option is to just up the tactics of your monsters! Make them flank, co-ordinate, ambush, lead players into traps, etc. Let the players feel like their planning pays off when they outsmart an equally intelligent enemy.






share|improve this answer










New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$









  • 3




    $begingroup$
    May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
    $endgroup$
    – PJRZ
    5 hours ago








  • 2




    $begingroup$
    Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
    $endgroup$
    – Mwr247
    4 hours ago








  • 1




    $begingroup$
    re-rolling does not prevent tactical planning, but slows turns down
    $endgroup$
    – András
    3 hours ago










  • $begingroup$
    Good points! I added them to the answer.
    $endgroup$
    – Stalemate Of Tuning
    2 hours ago










  • $begingroup$
    Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
    $endgroup$
    – Lord Farquaad
    1 hour ago













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1 Answer
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active

oldest

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active

oldest

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active

oldest

votes









19












$begingroup$

Your problem as described doesn't sound like meta-gaming. It sounds like making tactics, and working together. You should encourage this! If your team can act faster than the goblin, it makes perfect sense to take it out before it can take an action.



From your comment:




I am trying to stop full conversations about what to do next in combat




To me it sounds like you feel your players are spending too much time planning out every single decision in combat, which to be fair can definitely eliminate any sense of dramatic tension.



If you want to up the pace of combat, you can put them on a time limit. Get a timer, an hourglass or something similar and tell your players they have until the sand empties to make your move. 60 seconds is usually plenty of time to make a decision, and once your players get used to it they probably won't even need the timer any more. The problem is that this might put undue pressure on a newer player, since you did mention you have some in your group.



While speed factor is certainly an option, in my experience re-rolling initiative is tedious, and can drag down the pace of the game even more, especially with new players. As pointed out in the comments, messing with initiative order can have other undesired effects. Monsters or players can effectively get two turns in a row, which throws off the balance of a lot of things, such as "until start of your next turn" abilities. Not to mention, re-tracking initiative every round puts even more work on your plate as DM. It also doesn't really solve the root problem of players over-analyzing combat; it just makes things more unpredictable.



As always, talk with your players before you change anything. Make sure everyone is on the same page about what you all want out of the game. If everyone is enjoying the way things are, there may not be a problem and trying to force them to change their ways could cause them to resent you.



Another option is to just up the tactics of your monsters! Make them flank, co-ordinate, ambush, lead players into traps, etc. Let the players feel like their planning pays off when they outsmart an equally intelligent enemy.






share|improve this answer










New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$









  • 3




    $begingroup$
    May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
    $endgroup$
    – PJRZ
    5 hours ago








  • 2




    $begingroup$
    Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
    $endgroup$
    – Mwr247
    4 hours ago








  • 1




    $begingroup$
    re-rolling does not prevent tactical planning, but slows turns down
    $endgroup$
    – András
    3 hours ago










  • $begingroup$
    Good points! I added them to the answer.
    $endgroup$
    – Stalemate Of Tuning
    2 hours ago










  • $begingroup$
    Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
    $endgroup$
    – Lord Farquaad
    1 hour ago


















19












$begingroup$

Your problem as described doesn't sound like meta-gaming. It sounds like making tactics, and working together. You should encourage this! If your team can act faster than the goblin, it makes perfect sense to take it out before it can take an action.



From your comment:




I am trying to stop full conversations about what to do next in combat




To me it sounds like you feel your players are spending too much time planning out every single decision in combat, which to be fair can definitely eliminate any sense of dramatic tension.



If you want to up the pace of combat, you can put them on a time limit. Get a timer, an hourglass or something similar and tell your players they have until the sand empties to make your move. 60 seconds is usually plenty of time to make a decision, and once your players get used to it they probably won't even need the timer any more. The problem is that this might put undue pressure on a newer player, since you did mention you have some in your group.



While speed factor is certainly an option, in my experience re-rolling initiative is tedious, and can drag down the pace of the game even more, especially with new players. As pointed out in the comments, messing with initiative order can have other undesired effects. Monsters or players can effectively get two turns in a row, which throws off the balance of a lot of things, such as "until start of your next turn" abilities. Not to mention, re-tracking initiative every round puts even more work on your plate as DM. It also doesn't really solve the root problem of players over-analyzing combat; it just makes things more unpredictable.



As always, talk with your players before you change anything. Make sure everyone is on the same page about what you all want out of the game. If everyone is enjoying the way things are, there may not be a problem and trying to force them to change their ways could cause them to resent you.



Another option is to just up the tactics of your monsters! Make them flank, co-ordinate, ambush, lead players into traps, etc. Let the players feel like their planning pays off when they outsmart an equally intelligent enemy.






share|improve this answer










New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$









  • 3




    $begingroup$
    May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
    $endgroup$
    – PJRZ
    5 hours ago








  • 2




    $begingroup$
    Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
    $endgroup$
    – Mwr247
    4 hours ago








  • 1




    $begingroup$
    re-rolling does not prevent tactical planning, but slows turns down
    $endgroup$
    – András
    3 hours ago










  • $begingroup$
    Good points! I added them to the answer.
    $endgroup$
    – Stalemate Of Tuning
    2 hours ago










  • $begingroup$
    Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
    $endgroup$
    – Lord Farquaad
    1 hour ago
















19












19








19





$begingroup$

Your problem as described doesn't sound like meta-gaming. It sounds like making tactics, and working together. You should encourage this! If your team can act faster than the goblin, it makes perfect sense to take it out before it can take an action.



From your comment:




I am trying to stop full conversations about what to do next in combat




To me it sounds like you feel your players are spending too much time planning out every single decision in combat, which to be fair can definitely eliminate any sense of dramatic tension.



If you want to up the pace of combat, you can put them on a time limit. Get a timer, an hourglass or something similar and tell your players they have until the sand empties to make your move. 60 seconds is usually plenty of time to make a decision, and once your players get used to it they probably won't even need the timer any more. The problem is that this might put undue pressure on a newer player, since you did mention you have some in your group.



While speed factor is certainly an option, in my experience re-rolling initiative is tedious, and can drag down the pace of the game even more, especially with new players. As pointed out in the comments, messing with initiative order can have other undesired effects. Monsters or players can effectively get two turns in a row, which throws off the balance of a lot of things, such as "until start of your next turn" abilities. Not to mention, re-tracking initiative every round puts even more work on your plate as DM. It also doesn't really solve the root problem of players over-analyzing combat; it just makes things more unpredictable.



As always, talk with your players before you change anything. Make sure everyone is on the same page about what you all want out of the game. If everyone is enjoying the way things are, there may not be a problem and trying to force them to change their ways could cause them to resent you.



Another option is to just up the tactics of your monsters! Make them flank, co-ordinate, ambush, lead players into traps, etc. Let the players feel like their planning pays off when they outsmart an equally intelligent enemy.






share|improve this answer










New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$



Your problem as described doesn't sound like meta-gaming. It sounds like making tactics, and working together. You should encourage this! If your team can act faster than the goblin, it makes perfect sense to take it out before it can take an action.



From your comment:




I am trying to stop full conversations about what to do next in combat




To me it sounds like you feel your players are spending too much time planning out every single decision in combat, which to be fair can definitely eliminate any sense of dramatic tension.



If you want to up the pace of combat, you can put them on a time limit. Get a timer, an hourglass or something similar and tell your players they have until the sand empties to make your move. 60 seconds is usually plenty of time to make a decision, and once your players get used to it they probably won't even need the timer any more. The problem is that this might put undue pressure on a newer player, since you did mention you have some in your group.



While speed factor is certainly an option, in my experience re-rolling initiative is tedious, and can drag down the pace of the game even more, especially with new players. As pointed out in the comments, messing with initiative order can have other undesired effects. Monsters or players can effectively get two turns in a row, which throws off the balance of a lot of things, such as "until start of your next turn" abilities. Not to mention, re-tracking initiative every round puts even more work on your plate as DM. It also doesn't really solve the root problem of players over-analyzing combat; it just makes things more unpredictable.



As always, talk with your players before you change anything. Make sure everyone is on the same page about what you all want out of the game. If everyone is enjoying the way things are, there may not be a problem and trying to force them to change their ways could cause them to resent you.



Another option is to just up the tactics of your monsters! Make them flank, co-ordinate, ambush, lead players into traps, etc. Let the players feel like their planning pays off when they outsmart an equally intelligent enemy.







share|improve this answer










New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer








edited 2 hours ago





















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Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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answered 5 hours ago









Stalemate Of TuningStalemate Of Tuning

30616




30616




New contributor




Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Stalemate Of Tuning is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.








  • 3




    $begingroup$
    May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
    $endgroup$
    – PJRZ
    5 hours ago








  • 2




    $begingroup$
    Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
    $endgroup$
    – Mwr247
    4 hours ago








  • 1




    $begingroup$
    re-rolling does not prevent tactical planning, but slows turns down
    $endgroup$
    – András
    3 hours ago










  • $begingroup$
    Good points! I added them to the answer.
    $endgroup$
    – Stalemate Of Tuning
    2 hours ago










  • $begingroup$
    Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
    $endgroup$
    – Lord Farquaad
    1 hour ago
















  • 3




    $begingroup$
    May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
    $endgroup$
    – PJRZ
    5 hours ago








  • 2




    $begingroup$
    Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
    $endgroup$
    – Mwr247
    4 hours ago








  • 1




    $begingroup$
    re-rolling does not prevent tactical planning, but slows turns down
    $endgroup$
    – András
    3 hours ago










  • $begingroup$
    Good points! I added them to the answer.
    $endgroup$
    – Stalemate Of Tuning
    2 hours ago










  • $begingroup$
    Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
    $endgroup$
    – Lord Farquaad
    1 hour ago










3




3




$begingroup$
May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
$endgroup$
– PJRZ
5 hours ago






$begingroup$
May be worth mentioning that re-rolling initiative every round also throws a lot of randomness into abilities and spells that last "until the end of your next turn" (e.g. Monk's Stunning Fist). This adds a lot of unpredictability for players and the DM.
$endgroup$
– PJRZ
5 hours ago






2




2




$begingroup$
Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
$endgroup$
– Mwr247
4 hours ago






$begingroup$
Also worth noting that re-rolling initiative will inevitably lead to scenarios where one creature who may have been low on the first round is now high on the second round, effectively giving them two turns in a row, which can lead to some significant imbalance: A > B | B > A
$endgroup$
– Mwr247
4 hours ago






1




1




$begingroup$
re-rolling does not prevent tactical planning, but slows turns down
$endgroup$
– András
3 hours ago




$begingroup$
re-rolling does not prevent tactical planning, but slows turns down
$endgroup$
– András
3 hours ago












$begingroup$
Good points! I added them to the answer.
$endgroup$
– Stalemate Of Tuning
2 hours ago




$begingroup$
Good points! I added them to the answer.
$endgroup$
– Stalemate Of Tuning
2 hours ago












$begingroup$
Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
$endgroup$
– Lord Farquaad
1 hour ago






$begingroup$
Anecdotally, I've really enjoyed the time limit approach. I've never seen a hard limit be used (like an hourglass), but as a player, if our party deliberates well beyond what would be reasonable, my DMs have occasionally said "while your party's discussing strategy, the goblin [takes a turn]", or even "upon hearing you say you'll flank the goblin, he takes a 5 foot step backwards." (assuming he can understand you). We assume what's said IRL is said in-game (albeit with lots of latitude) so the DM deciding we've spent our 6 seconds planning never really feels unfair, just a good reminder.
$endgroup$
– Lord Farquaad
1 hour ago




















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