INITIATIVE

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The initiative factor affects who can do what and when during the course of an encounter of any sort.
Surprise, already covered heretofore, obviates the need for initiative checks,
as the surprising party has complete freedom of action for a time.
However, surprise eventually wanes, and then, just as in other circumstances,
the relative weight of action must be determined.
Initiative allows one group, the party or the monster(s), to begin some course of action prior to the other group.

Actions affected by initiative are many and include slamming a door, fleeing, moving to grapple or melee, a call for a truce or surrender, firing wands, discharging missiles, beginning a spell, and so on.

The initiative check is typically made with 2 six-sided dice, 1d6 for the party,
and another of a different size or color for the creatures encountered.
This check is made each round of play where first action is a factor.
Because a round is a full minute long, dexterity seldom is a factor in the determination of which side acts first.
However, if one group is slowed or hasted, or one or more members of the group are,
the initiative will always go to the non-slowed or hasted side. In most other cases,
the group with the higher die score will always act first. For effects of initiative in fighting, see COMBAT hereafter.