[RPG] How should modifiers work for the Side Initiative variant

dnd-5ehouse-rulesinitiative

The Side Initiative variant in the DMG (pg 270) states that both sides in a combat roll a d20 for initiative with no modifiers. I think the stated exclusion of modifiers was primarily for simplification purposes, but I also think it screws players whom have bonuses to their initiative score for various reason.

I had a few thoughts on adjudicating this in some manner, but what seemed to be the fairest would be to determine the average initiative bonus for the group and apply that as a modifier. For example, assume the following group members all have a base Dex modifier of +2, their initiative is as follows:

  • 10th level Barbarian – +7 (gets a +5 bonus due to Advantage from Feral Instinct)
  • 10th level Bard – +4 (gets 1/2 proficiency bonus from Jack of All Trades)
  • 10th level Fighter – +12 (has a Blade of Warning and has taken the Alert feat)
  • 10th level Monk – +2

Overall, this group has a total initiative bonus of +25, which when divided by all of them is +6 (rounded down).

Is this a fair way to adjudicate the side initiative roll or is it unbalancing to do in this manner?

Best Answer

Unclear on balance

Side Initiative (DMG, 270) states:

If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule.

And, as you stated, it has:

Neither roll [from monsters or PCs] receives any modifiers.

Ultimately, what you're trying to do is mix the modifiers from standard Initiative in with the simplified Side Initiative system. This should have two effects:

  1. Complicates Side Initiative a bit (slows it down by determining modifiers, where this variant was created to speed things up)
  2. May resolve some of the balance issues, but may also create more.

The rule wasn't developed for use of modifiers and specifically says NOT to use them. However, it also states that there may be imbalance from this, but not WHY it's imbalanced. My best guess is that the side with more creatures is going to get an advantage because they'll have more actions. If that is the PC side, then giving them additional modifiers is going to imbalance it towards them. If it's the NPC side, the balance shifts towards them. But ultimately by allowing an entire to side to go at once may lead to imbalance because whoever goes first will have an immense advantage.

By removing modifiers, you keep it more even and let purely the roll of the dice decide the imbalance rather than further boosting the PCs or NPCs.

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