Initiative and captains¶
A band gets one initiative for all its members.
The modes¶
| Mode | Who rolls | The band's initiative |
|---|---|---|
| Captain's roll (default) | The captain | The captain's roll |
| Average | Every member | The average, rounded up |
| Highest | Every member | The highest roll |
| Lowest | Every member | The lowest roll |
| Median | Every member | The median, rounded up |
The setting Initiative of the groups sets the mode for the whole world. Each band can use a different one, chosen in the Groups and bands window or, until the band rolls, in the Existing bands tab.
Captain's roll. When the GM rolls initiative for any member of the band, Minion! rolls for the captain instead, and the band takes that result.
The other modes. When one member rolls, Minion! rolls for the members that haven't, then calculates the band's initiative. The chat gets one roll card per member, plus a summary card whispered to the GM.
The initiative stays put¶
In the captain's roll mode, once the band has its initiative, later rolls by other members don't change it. Reset Initiative clears the bands' initiative too.
The captain¶
The captain is the member whose roll stands for the band. The Groups and bands window gives each band one, the first member unless you pick another. Automatic groups have no captain until you give them one in the Existing bands tab.
If the captain drops or leaves the combat, the first member still standing becomes captain. The band keeps its initiative and nobody rolls again.
Known quirks¶
- In the captain's roll mode, if the captain can't roll, nobody rolls and no warning appears.
- When a member rolls, the band can show the value dnd5e copied for a split second, before Minion! sets the right one.
More in Known limitations.