| aaronak |
I don't understand how complex hazards roll initiative when triggered while already in encounter mode.
Suppose the players have already rolled initiative. We're on initiative count 15 and half the PCs have already taken their turn. Then the complex hazard's reaction is triggered. It takes its reaction, then rolls initiative.
Does it really go on the initiative it rolls? This leads to some bizarre outcomes.
For example, the hazard would rather get a 14 than a 16. On a 14, the hazard gets to do its routine almost immediately, basically as soon as the current player finishes their turn. On a 16, the hazard goes only after all PCs have had a chance to take their turns.
Is the initiative rolling only for when the hazard is triggered from exploration mode? Or is the hazard really in this strange position where lower initiative might be better?
| thenobledrake |
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Generally speaking you haven't encountered a complex hazard unless it's reaction has triggered, as that is how how they are designed - you approach their area, they activate, you interact.
In the case of an encounter that has started in another way and involves a complex hazard, I'd just roll initiative for it at the start (even if it hasn't yet activated) just to put a spot for it on the initiative order, and then have it's reaction happen (without the initiative roll) when appropriate.
| aaronak |
Generally speaking you haven't encountered a complex hazard unless it's reaction has triggered, as that is how how they are designed - you approach their area, they activate, you interact.
Without giving away spoilers for Age of Ashes, I've found it has some complex hazards where it's implausible to say combat doesn't start before the hazard activates.
| jdripley |
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I think it's pretty clear that it would trigger the reaction, then roll initiative. And then act whenever that is.
What is the problem with that? Isn't all initiative a bit swingy anyways? And is high initiative not already sometimes good and sometimes bad? Sometimes you'd like to go second so the wizard can buff you, for example. So high is not universally better to begin with.
Sometimes these hazards will really chew on the party, sometimes they will be a bit scary but easy enough to handle. That's how they go.