Starting positions


Fists of the Ruby Phoenix


So as far as I can tell starting positions seems to be an exercise left to the GM in both Book 1 and Book 2 and I was interested in hearing some ideas from you who have ran it.

Idea 1: All characters start close to each other (everyone starts in the phoenix on the ground on opposite sides.

Pros: This feels 'authentic' to me and likely how an official organizer would do things. Melee characters can close distance fast if they go first. It's explosive and the fight starts immediately.

Cons: AoEs become very strong for a caster who wins initiative. It can be hard to use the terrain in fun ways. One less avenue for tactics.

Idea 2: Characters can choose where they want to start on the map (but on opposite sides).

Pros: You can really enhance your team composition. Possibly less chance of a slugfest turn 1

Cons: Very long range attacks might become too strong.

What are your thoughts on the subject?


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I've contemplated having each character get placed in order of reverse initiative. So the better you roll the better you can place yourself relative to everything else. I didn't want to give away the NPC initiative that way, though so I might opt for something else.

I tend to place the opposing teams farther apart than they probably should be.


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Hmm, initiative is about how fast you react to combat, no?

Seems like it would become a bit too meta for me to do it that way, interesting idea though and you can really create strategy and tactics based on it.


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Onkonk wrote:

Hmm, initiative is about how fast you react to combat, no?

Seems like it would become a bit too meta for me to do it that way, interesting idea though and you can really create strategy and tactics based on it.

My thought was sort of how Starfinder does starship combat where the better you role the better you're able to jockey for position. The pilot with the higher roll goes last so they can choose where to be.


Calpal wrote:

I've contemplated having each character get placed in order of reverse initiative. So the better you roll the better you can place yourself relative to everything else. I didn't want to give away the NPC initiative that way, though so I might opt for something else.

I tend to place the opposing teams farther apart than they probably should be.

I went to reverse initiative order and it worked well. It has allowed my team to start acting like a team and using strategy. They can now set up flanks, protect the cleric, close with the archers and other such things.

If this is too meta for you, remember that initiative is based on Perception. It could be that all contestants are milling about the arena in a musical chair sort of way. In book two this could even be them catering to the crowd: starting a wave, pointing to the stands, high fives as they pass, starting a cheer, etc.. The person with the highest initiative Perception, is able to do this while [i]also[i] tracking where each of their allies and opponents are positioned as the starting bell/whistle/gun goes off.

In placing the opponents, I definitely did a better job later in the book. (rogues to flanking, archers to high ground, agile warrior centered as bait).

It is something that playtesting could really benefit :)


Watch out for pre-initiative actions. If the PCs start close to enemies, they can Battle Cry immediately.


One question for you who use reverse initiative, do you allow placement anywhere on the map or limited to one side only?

E.g. a character is placed out, do you allow an enemy to start right next to them?


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I would probably limit each team to starting on their respective sides.

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