Starting the Encounter
When do you ask players to roll initiative? In most cases, it's simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a tense negotiation, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there isn't much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there's no reason to roll initiative only to drop out of combat immediately!Alternatively, many GMs running for larger groups or in Organized Play settings prefer to run social encounters and skill challenges using initiative order but likely call for players to use a skill such as Deception, Diplomacy, or Performance, depending on their approach to the scene.
Alternative Initiative Skills
- You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
- You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
- You might call for Diplomacy for a character who is about to engage in a public debate or is determined to talk down aggressive foes.
- You might call for Society for a character who realizes the diplomat they're talking to is a spy based on misinformation in their cover story.
- You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
- You might call for Piloting for a character driving a vehicle.
- You might call for Performance for a character participating in a dance-off or trying to soothe a rampaging alien beast with song.
You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Iseph's player had said, “I'm going to dangle down off the catwalk to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.
You might find that if a player has a low Perception but a high modifier in another skill, that player might keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. However, if you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using Perception for a while.
Initiative with Hidden Enemies
To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around and can start moving about, Seeking, and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage since the other characters need to spend actions and attempt additional checks to find them.
What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location.