One-roll initiative hack makes D&D combat faster — but players struggled at first

A Dungeon Master tested a house rule that mixes two Dungeon Master’s Guide initiative variants to speed up combat and increase unpredictability. The hybrid system uses a single initiative roll per side, adds the highest Dexterity modifier on that side, and requires players and monsters to declare actions each round while removing the DMG’s speed-factor modifiers.

  • What changed: one roll per side, highest Dex bonus applied, roll repeated each round, and action declaration without speed factors.
  • Source: the idea starts from the Dungeon Master’s Guide, Chapter 9, “Initiative Variants” (p. 270).
  • Playtest result: tracking got easier for the DM, but players initially took longer to declare actions.

Background: why initiative matters

Initiative in Dungeons & Dragons sets the turn order for combat and often requires every participant to roll and track individual results. As a result, parties of four or more facing multiple monsters can spend considerable time rolling, writing scores, and ordering turns. Consequently, some DMs look for variants to make combat smoother and faster.

The hybrid house rule

First, the DM used Side Initiative (one roll for players, one for monsters). However, the DM added a bonus equal to the highest Dexterity modifier among members of that side. This adjustment intends to reflect that a faster member can set the pace for the group.

Second, the DM decided to repeat the side roll every round, so initiative can swing back and forth instead of locking a side into a permanent advantage.

Third, the DM adopted the declare-your-action element from the DMG’s Speed Factor variant while dropping the DMG’s speed-factor modifiers and the secret countdown mechanic. In practice, each round players declare their Action (with Bonus and Move Actions still chosen during their turn), the DM declares monster Actions, and then each side makes its single initiative roll with the highest Dex bonus added.

Step-by-step

1. At the start of the round, players declare their Actions.

2. The DM declares monsters’ Actions (either before or after player declarations).

3. Players roll once for their side and add the highest Dexterity modifier among them.

4. The DM does the same for monsters.

5. Resolve all turns in the winning side’s order; then repeat each round.

Playtest details

The rule was introduced in a weekly game session. During that session, the DM observed that the single-roll mechanic reduced bookkeeping: the DM no longer had to track individual initiative scores for every creature and player. Therefore, combat tracking was objectively simpler.

However, players initially required more time to declare Actions at the start of each round. Because they were not used to being put on the spot, declaration added a decision-time cost that offset some of the time saved by simpler initiative tracking.

Practical outcomes and trade-offs

Benefits: simpler bookkeeping for the DM, faster resolution of initiative order, and more frequent shifts in which side goes first because the roll is repeated each round.

Drawbacks: the declare-your-action requirement can slow down players initially, and the house rule reduces granularity—for example, it removes the tactical nuance of individual initiative order for multi-front encounters.

When this rule might fit

This hybrid variant may suit groups that value lower bookkeeping and faster round-to-round flow. Conversely, groups that rely on precise individual turn order for tactics, or players who prefer planning with full information, may find the system less suitable until they adapt to declaring actions.

How to try it at your table

To test the rule, run a single combat encounter using the hybrid method and compare timing and player experience with a standard session. Track how long rounds take, how often initiative order changes, and whether players feel rushed or more engaged.

Additionally, groups can tweak the approach. For example, allow a short planning phase at the start of combat for declarations, or limit declaration to players who are in direct combat, so the group adapts gradually.

Source

The initiative variants referenced are from the Dungeon Master’s Guide, Chapter 9, “Dungeon Master’s Options,” page 270.

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