Initiative Is Tempo, Not Order
Initiative done wrong kills sessions. Initiative done right is invisible command. Here's how to run combat that moves.
Initiative Is Tempo, Not Order
Problem. Combat drags. Twenty minutes per round. Players check phones. Momentum dies. You lose the room.
Why it happens. Initiative treated as a queue—passive, linear, slow. Each turn waits for the last. No pressure. No flow.
Solution. Initiative is tempo control. A tool to keep the machine running hot. Not a line. A rhythm.
Doctrine (what works)
- One action, one decision, thirty seconds. That’s the standard. Hit it or tighten.
- Visibility. Everyone sees who’s next. No surprises. No “wait, who goes?”
- Forward pressure. Timer on the room, not just the turn.
- Handovers. You pass the moment with intent. Eye, name, silence. Clean.
The Problem with Default Initiative
Roll d20. Add mod. Write it down. Top to bottom. Repeat for six combatants, three NPCs, two pets. Three minutes gone before sword one swings.
Then: wait for Steve to remember his bonus action. Wait for the wizard to read three spells. Wait for the monk to calculate Flurry math. Round one: eighteen minutes.
You’ve trained them to drift. Initiative as a queue says: “Your turn comes whether you’re ready or not.” So they don’t prepare. They wait.
Initiative as Tempo (the frame)
Initiative isn’t a list. It’s a beat. You set the pace. You keep it. You don’t negotiate.
Tools That Work:
1. Visible Track
Use a vertical board (magnetic, whiteboard, corkboard). Names on cards. Top to bottom. Current turn ringed or lit.
Everyone sees:
- Who’s up
- Who’s next
- Who’s after that
Why it works: pressure distributes. The person three spots down is already thinking. No ambush turns.
For online play: shared tracker in Discord/Roll20. Update it live. Keep it above chat. Or use dnddiceroller.com for quick rolls everyone can see.
2. Thirty-Second Standard
State it once: “Turns run thirty seconds. Describe, roll, done.”
Not a threat. A target. Most turns hit it naturally when people prep.
Timer visible? Your call. Some tables need it. Some don’t. Test both.
What counts: action declared, dice hit table, outcome resolved. Thirty seconds total.
3. Pre-Rolling
While Steve takes his turn, the next three players roll their attacks. Dice ready. Damage staged. Bonus action decided.
When Steve finishes, Karen already knows: “17 to hit, 12 damage, I move to the door.”
Cuts dead air by half.
4. Simultaneous Declares
Advanced. Not for new tables.
How: DM counts down from three. On zero, all players point at their target and shout their action type: “Attack,” “Spell,” “Dash,” “Help.”
DM processes in initiative order, but declarations are locked. No waiting to see what the wizard does.
Why it works: eliminates analysis paralysis born from “what if the cleric heals me first?” Everyone commits. The world resolves.
5. The HOLD Command
One word: “HOLD.”
Means: pause one beat. Someone needs to check a rule, clarify a position, resolve a quick question.
Then: “RESUME.”
Not for strategy discussion. Not for “wait, should I…?” That’s what your thirty seconds is for.
Failure Modes (know them, kill them)
“I need to look up…”
Fix: If it takes more than ten seconds, default ruling now, lookup after combat. Write it on a post-it. Keep moving.
“Wait, what’s my bonus again?”
Fix: Cards at each seat with their core stats. Attack bonus, AC, spell save DC. No hunting character sheets mid-turn.
“Can I do X, Y, and Z?”
Fix: One action, one bonus action, movement. That’s the budget. Clarify once at session start. Don’t relitigate during turns.
“I want to ready an action for when…”
Fix: Allowed, but lock the trigger in one sentence. “When the orc charges, I attack.” Not: “When something happens that seems bad, I’ll figure it out.”
Handovers (the quiet engine)
This is where tempo lives or dies.
Bad handover: DM: “Okay, Steve, your turn.” Steve: “Uh… what just happened?” [Re-narrate last turn. 45 seconds gone.]
Clean handover: DM finishes Steve’s turn. Makes eye contact with Karen. “Karen. The orc chief stumbles. You’re up.” Karen: “Twin strike. 19 and 14 to hit.”
What changed: DM sets the frame for the next player. One line. Creates immediate context. Karen doesn’t have to reconstruct the battlefield—she acts.
For Big Combats (six-plus enemies)
Group initiative. All orcs go on one count. All goblins on another.
Why: Cuts the queue. Speeds resolution. You describe once: “The orcs charge. Three on the fighter, two on the wizard.”
Roll once for the group. Take average or top roll. Don’t roll six separate initiatives for six identical stat blocks.
Pressure Mechanics (optional, effective)
Countdown Clocks for the environment:
- Ritual completes in 4 rounds
- Building collapses in 6 rounds
- Reinforcements arrive in 3 rounds
Announce each round: “Two rounds until the portal opens.”
Why it works: players move with urgency. They take risks. They coordinate. No one spends three rounds buffing.
Combat as Scene, Not Slog
Combat isn’t twenty discrete turns. It’s one continuous scene where you manage pacing.
Start fast: Roll initiative. Immediate narration. “Steel on steel. The bandit chief grins. Fighter, you’re up—what do you do?”
Narrate in bursts: After each full round, one sentence of battlefield shift: “The left flank crumbles. Smoke fills the hall. The cleric is bleeding.”
End clean: Last enemy drops. No extended looting. “You catch your breath. The bodies can wait. What’s your next move?”
Combat is a pressure window, not a chore. Open it. Use it. Close it.
For Virtual Tables
Additional tools:
- Turn tracker bots (Avrae, Dice Maiden, etc.) that auto-advance
- Screen share the initiative board so it’s always visible
- Audio cue when turn starts (optional: gentle bell/chime)
- “You’re on deck” message in chat for the next player
Same rules apply: thirty seconds, visible order, clean handovers.
Drill (tonight)
- Visible tracker. Set it up before session.
- State the standard: “Turns run thirty seconds. Declare, roll, resolve.”
- Pre-roll next three players. Test it one combat.
- Log after: what dragged, what moved. Adjust.
Standard: 3–4 minutes per round for a party of four plus four enemies. If you’re running longer, find the leak and plug it.
Combat Tempo Audit (use this)
Run through this checklist after your next combat. Find the leak.
Timing
- Combat started within 30 seconds of trigger
- Each round completed in under 5 minutes (party of 4)
- No turn exceeded 45 seconds without good reason
- Ended combat within 1 beat of victory (no cleanup drag)
Visibility
- Initiative order visible to all players
- Current turn clearly marked
- Next 2-3 turns visible ahead
- No one asked “whose turn is it?”
Handovers
- DM framed next player’s turn with one line
- No 10+ second gaps between turns
- Players prepared while others acted
- No re-narration of last turn needed
Flow Killers (mark any that happened)
- Rule lookup took >15 seconds
- Player hunted for spell/ability mid-turn
- Strategy discussion mid-combat (not turn)
- Character sheet search for basic stat
- Unclear what “ready action” trigger was
- Extended debate about action validity
Pressure
- Stakes were clear (what happens if we lose?)
- Time pressure felt real (countdown/clock/threat)
- Players moved with urgency
- No one checked phone during combat
Score:
- 15+ checks: Tight. Keep the standard.
- 10-14 checks: Good foundation. Target the gaps.
- Under 10: Pick ONE flow killer. Fix it next session.
Most common leak: Rule lookups and character sheet searches. Fix: reference cards at each seat.
Quick Reference: Initiative Tracker Setup
Materials needed:
- Whiteboard OR corkboard OR magnetic board
- Index cards OR magnetic strips OR clothespins
- Dry-erase marker OR sharpie
Setup (5 minutes before session):
- Write names on cards (PCs + common enemies)
- Arrange vertically (top to bottom = turn order)
- Mark current turn (clip, ring, or arrow pointing)
- Keep visible to all players
During initiative:
- Roll, write number on card, sort
- Move marker down as turns complete
- Reset at end of round
For online:
- Shared Google Doc (auto-sorts by number)
- Discord bot (Avrae, Dice Maiden)
- Roll20/Foundry VTT built-in tracker
- dnddiceroller.com for fast, visible rolls
No excuses. Pick a method. Use it every combat.
Why This Matters
Combat isn’t the game. It’s one tool in the game. If it eats two hours to resolve six rounds, you lost tempo for the whole session.
Run it tight. Run it visible. Run it fast enough that the rush stays real.
Initiative isn’t a queue. It’s the heartbeat. Keep it strong.
Want more combat efficiency? See prep methods that scale, description techniques that don’t slow turns, and practice rolls with dnddiceroller.com or our 3D dice roller. Learn about Action economy and combat rules from D&D Beyond.
Tempo keeper. Runs tight sessions. Writes frameworks that work. No excess.
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