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Tie Detection

Rollies watches initiative rolls as they come in and flags when two or more combatants share the same value. When a tie is found, the module breaks it with a rolloff.

Detection waits until every combatant expected to roll has a value on the tracker. Once the last roll comes in, Rollies scans the full list for matching numbers. Each combat encounter is scanned for ties once. Re-rolls or late changes inside a checked encounter do not retrigger detection.

A tie is any group of two or more combatants sharing the same initiative number. Whether NPCs are eligible for a tie group is controlled by the Include NPCs in Rolloffs setting in Settings. With NPCs excluded, only player characters are compared.

If several initiative values each have their own tied group, every group is detected in the same pass. Each group is handled as its own rolloff.

What Rollies does after detection depends on the Auto-trigger Rolloffs setting:

  • Enabled: Rolloffs start immediately for every detected group.
  • Disabled: A notification dialog opens for you, listing every tied group. You decide whether to start the rolloffs or keep initiative as it stands. See GM Tools for the dialog itself.

Two-combatant ties use a Pair Rolloff. Three or more combatants in the same tie group use a Bracket Rolloff.

Rollies does not interrupt a combat that is already underway. Detection is gated to the pre-combat state, before the encounter has been started from the combat tracker. Initiative changes made mid-fight are ignored by the tie checker.

The winner of a rolloff gets a small bonus added to their initiative value. This nudges the winner above the loser on the tracker without disturbing the rest of the order.

If the rolloff itself comes back tied, the participants roll again. The process repeats until one combatant rolls higher.