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Initiative Turn Order

Initiative and Turn Order

Kaernest does not use rolled initiative.
Instead, initiative represents tactical awareness and command of tempo, not reflex alone.

At the start of combat, the character at the table with the highest Strategy + Cunning establishes the turn order. This value is not rolled. NPCs and creatures are also considered for this, so there is value in training Strategy beyond Novice.

This character is referred to as the Coordinator for the encounter.


The Coordinator

The Coordinator is responsible for arranging the order of turns in a way that reflects the unfolding situation.

The Coordinator does not gain extra actions or authority beyond determining order.
They may consult the table, but the final arrangement is theirs.

If multiple characters are tied for the highest Strategy + Cunning, those players choose between themselves who will act as Coordinator.

If no player character has training in Strategy, the GM assigns a temporary order based on circumstance. Keep in mind that untrained Strategy can still be used, but is likely to fall below what an NPC will have.


Building the Turn Order

The Coordinator places all combatants, including enemies, into a single turn order.

The following rules apply:

  • Enemy turns may not be placed consecutively.
  • Player characters must be interleaved between enemy actions whenever possible.
  • The order should reflect positioning, readiness, and narrative flow.

This rule exists to prevent sudden, overwhelming bursts of damage and to preserve meaningful response opportunities.


Creatures with Multiple Turns

Some enemies act more than once per round.

These additional turns represent: - Environmental control.
- Lair actions.
- Massive scale or supernatural presence.

Each of these turns is treated as a separate entry in the initiative order and must also be interleaved with player characters.

Example:

If the combatants are Joe, Bob, Travis, an Imp, and a Dragon, and the Dragon has two turns per round, the Coordinator might arrange the order as:

Bob
Dragon (Primary Action)
Joe
Imp
Travis
Dragon (Environmental Action)

This ensures that even powerful enemies cannot act repeatedly without opposition.


Adjusting Initiative During Combat

Turn order is not fixed.

At the start of each new round, the Coordinator may: - Maintain the current order.
- Adjust the order to reflect changes in positioning, momentum, or threat.

Major changes in the battlefield, such as reinforcements, terrain shifts, or dramatic reversals, may prompt a reordering.

The GM may suggest adjustments when the fiction demands it, but the Coordinator retains control unless incapacitated.


Loss of the Coordinator

If the Coordinator is incapacitated, removed from the scene, or otherwise unable to act, initiative control passes to the next highest Strategy + Cunning character.

If no player character can reasonably assume coordination, the GM temporarily assigns turn order until a new Coordinator emerges.


Design Intent

This system exists to: - Keep initiative meaningful without randomness.
- Prevent alpha-strike enemy turns.
- Reinforce Strategy as a valuable skill.
- Share narrative control without undermining GM authority.

Initiative in Kaernest is about who understands the fight, not who reacts fastest.


Summary

Initiative is chosen, not rolled.
Tempo is a shared responsibility.
Powerful enemies are dangerous, but never unstoppable.

The battle breathes because someone controls its rhythm.