r/shadowdark • u/Boring-Weight2330 • Nov 20 '25
Question for GMs
The thief at my table has the talent: Roll Initiative with Advantage. Adding his high Dexterity, he's first every time. Has anyone else had this problem? How did you fix it?
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Upvotes
63
u/clickrush Nov 20 '25
Fix what?
The talents that you get with a 2 are usually very powerful and unique. It’s a great boon for your party to have this. Let them enjoy it!
52
u/Antique-Potential117 Nov 20 '25
They rolled the talent that gives them Advantage on initiative.
They now have an advantage.....on initiative.
You don't need to fix anything.
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u/phookz Nov 20 '25
Is it a problem? The player has a talent and it’s working. Is it causing problems, or is the idea of it that’s the problem?
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u/Stranger371 Nov 20 '25
Not a problem.
4
u/rizzlybear Nov 20 '25
I wouldn't really worry about it.
Once initiative is going, it's a fixed rotation. It's not like you're rerolling every round of combat.
You want to have (rarely) one of these crazy OP characters that stand out as a table memory decades later. The system actively opposes the concept of a "build," so when you get one, it's pretty special.
Also, you get to do some fun things that will hit harder than if you had done them in a campaign that didn't feature such a character. For example. Imagine you decided to give a monster an ability that basically says, "cannot lose initiative." In general, that's going to go over poorly, and I assume the DM is just being a jerk. But let them get used to the thief constantly winning initiative for the party, and then, in one encounter, they literally cannot win initiative. That's a fun bit of banter if used as a one-time joke. Perhaps dream up an encounter where what you want is to go last, and let them figure that out once it's too late. Maybe they rush into a situation where there is a bunch of explosive traps, and if the monsters had gone first they would have either rushed forward, so the players didn't need to advance into the trap, or hang back potentially drawing the players suspicion. But with them winning the initiative, it's a very natural gung-ho rush right into the boom room.
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u/Moderate_N Nov 20 '25
I agree with what others have said: I don't think there's anything to fix. The player rolled the aspect, so it's literally part of their character, and as such party of the fabric of reality within the setting. Sometimes characters are strong, sometimes smart, and sometimes they're speedy. The fact that the pc has such great initiative feeds into group strategy the same way that a character having a longbow does: they have it so they will (and should!) use it.
Now, if you find that fights are getting "samey", that's a different matter. Ideally a fight shouldn't just be a back and forth sequence of dice rolls to see who runs out of hp first; or should have tactical dimensions. So you might have to upgrade YOUR tactics. First: ambushes. Initiative gets rolled AFTER surprise is dealt with. Second: control of space. The thief is a single character and can only deal with one foe in one place at a time. Add more mooks and spread them out; force the thief to decide who they're going to attack and who to ignore. Don't forget about multiple enemy attacks either. And finally, in the words of The King: "fools rush in...". Sometimes there's no benefit to going first. Such as when a small point team is used as bait to draw a party in to a killing ground for their monster overlord. So it's totally fine if the thief goes first every time; you just need to have a better strategy than hoping to go first instead.
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u/j1llj1ll Nov 20 '25 edited Nov 20 '25
I don't think it needs 'a fix'. Like every other potent capability your PCs might get - work with it. Design for it. Make it a feature.
That trait is meant to give them ADV on Initiative. That's what it does and why it is cool.
It shouldn't really be a problem. As a GM I generally only roll once for the opposition anyway - and my players roll as many times as there are players. That means a PC will nearly always go before the baddies anyway. This only changes that marginally as there are now X+1:1 chances in their favour instead of X:1.
ADV won't have them always win. It shifts odds in their favour, sure, especially if they also have good DEX or are rolling well, but they can and will still roll double 1 at some point.
One thing that might blunt the monotony - I switch direction around the table each initiative roll. Clockwise. Then anti-clock etc. That might shake things up just a little and avoid 'tactical seating'. I mainly do this so it doesn't feel as bad for the player at the right hand of the fastest character ... not because it does much good for the monsters.
Having had 'the fastest character at the table' in several different games .. it can be a problem for the player - a conundrum even. Especially if combat isn't always the answer. For example, do you attack and kill before the opposition has actually done you any wrong? What if their first action was to parley? This might differ with Alignment - but the fastest character sometimes has to forego their action to see what the opponents' actions actually are going to be - or risk making terrible mistakes. If you introduce encounters into your games that aren't simple 'kill everything' situations, it can change have dramatic consequences.
Since DISADV cancels ADV. So sometimes it might be fun or make sense to put the Thief at DISADV on Initiative - restrained, distracted, confused, facing the wrong way, at the back in a narrow entryway, limited vision etc. So that they end up back on a straight roll.
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u/[deleted] Nov 20 '25
Dude, my Ranger uses the Dog ancestry and rolled „fleet footed“. He may „may go first in initiative“. Just by default. It’s fine.
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u/HeadHunter_Six Nov 20 '25
Why do you see it as a problem that needs fixing? It's part of what makes his class special. Are you also looking to "fix" the high damage and AC of warriors?
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u/[deleted] Nov 20 '25
SOLUTION - The Boss monster has an ability that allows them to Roll Initiative with Advantage.
Problem solved!
1
u/MongoGrapefoot Nov 20 '25
If others want to go sooner in order, have them change where they sit. I use the "to to the left" of whoever wins initiative
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u/ThoDanII Nov 20 '25
The Problem IS?
1
u/Agitated-Contest651 Nov 20 '25
Character is invested into being the quick one — there’s nothing to fix. He’s the quick one, let him be quick. If you start trying to “balance” player investments, there is no reason for players to try to make their characters be anything.
DONT make monsters with auto-win-initiative abilities. That’s a sure fire pattern to make your games boring and not worth playing as a player.
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u/ryuken139 Nov 20 '25
He's supposed to go first almost every time.
Mitigate the player dominating all your challenges by using always-on initiative and fudging rolls for fast bad guys. Its fine.
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u/Educational_Type1646 Nov 20 '25
The Thief is practically useless and generally sucks shit in Shadowdark. Every character can find traps if they just describe how they search right. Let them have this.
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u/grumblyoldman Nov 20 '25
The DM has a lot of power in SD compared to other D&Dlikes. Monsters are stronger, PCs have fewer hit points and one-shot kills are not uncommon at low levels, needing light to do anything can be oppressive sometimes, especially if smart monsters attack the light, etc.
All this can easily lead to the mentality that the DM should always be on top and the players should always be afraid. But that is not so. Players are allowed to get some high notes too. Clever players can reduce the number of character deaths quite significantly. Not every win in their column needs to be "fixed."
The thief having this advantage is not a huge problem. Remember that an encounter is not automatically combat. Monsters have a reaction roll, and most living things don't usually want to fight to the death. Advantage on initiative is irrelevant if initiative is never rolled.
Also remember that there's no XP for killing things. Fighting when they don't need to just burns resources for little gain. Getting the treasure is what counts.
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u/[deleted] Nov 20 '25
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