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<blockquote data-quote="Arrowhawk" data-source="post: 5633597" data-attributes="member: 6679551"><p><strong>A resoution of Delay</strong></p><p></p><p>I was reading the Rules of the Game, All About Initiative articles.. </p><p><a href="http://www.wizards.com/default.asp?x=dnd/rg/20051206a" target="_blank">Rules of the Game: All About Initiative (Part Three)</a></p><p> </p><p>And Skip says this...</p><p> </p><p style="margin-left: 20px"><p style="text-align: left">Ready has advantages and disadvantages when compared to delay. The main advantage ready has over delay is that you resolve your readied action before the event that triggers it and you sometimes can disrupt a foe's action, such as when you ready an action to distract a spellcaster.</p> <p style="text-align: left"></p> <p style="text-align: left">The main disadvantage ready has versus delay is that you can ready only a standard or move action -- you don't get a full round's worth of actions when you ready.</p> </p><p>He never mentions the FF'd flag in reference to Delay or Ready. It seems highly unlikely that if Delay left you flat footed...he would fail to mention it as one of the advantages vs disadvantages. Based on this omission, I have to conclude that if Ready removes the FF flag, so does Delay.</p><p> </p><p>Oh, and a bone for Celebrim. Skip talks a lot about when to roll for initiative. He basically states it's a DM's call. But line of sight, with no regard to distance, is a reasonable justification. </p><p> </p><p>Also, Per Skip, PC's that hear a creature behind a door and bust in for a surpise round, and he says you don't roll Init, <em>until after the door is opened</em>. But you can still get caught flat footed depending on how the DM wants to handle it.</p><p> </p><p style="margin-left: 20px">There still are no initiative checks because a surprise round represents a flurry of unexpected activity before a battle begins in earnest. After the party uses their surprise actions, everyone makes initiative checks. None of the PCs will be <span style="color: #0066cc">flat-footed</span>, even if they don't act early in the initiative order, because they acted during the surprise round</p> <p style="margin-left: 20px"></p><p>Later, he offers this.</p><p> </p><p style="margin-left: 20px">You could make things tougher on the attackers by skipping the surprise round. The attackers could prepare themselves as noted earlier, but the encounter would not truly begin until the door opens. At that point, both parties would be aware of each other and initiative checks would be in order.<strong> If you choose this approach, it's reasonable to assume that the attackers might be flat-footed until their first actions.</strong> The party might know a battle is coming, but they're still subject to a moment of uncertainty when the actual event begins.</p> <p style="margin-left: 20px"></p><p>Emphais added.</p><p> </p><p>In any event, I think this brings the discussion to a close on my part.</p><p> </p><p></p><p> </p><p>Skip Williams, was one of the writers for the PHB 3.5 and the guy who was writing Rules of the Game articles for 3.5.</p></blockquote><p></p>
[QUOTE="Arrowhawk, post: 5633597, member: 6679551"] [b]A resoution of Delay[/b] I was reading the Rules of the Game, All About Initiative articles.. [url=http://www.wizards.com/default.asp?x=dnd/rg/20051206a]Rules of the Game: All About Initiative (Part Three)[/url] And Skip says this... [INDENT][LEFT]Ready has advantages and disadvantages when compared to delay. The main advantage ready has over delay is that you resolve your readied action before the event that triggers it and you sometimes can disrupt a foe's action, such as when you ready an action to distract a spellcaster. The main disadvantage ready has versus delay is that you can ready only a standard or move action -- you don't get a full round's worth of actions when you ready.[/LEFT] [/INDENT]He never mentions the FF'd flag in reference to Delay or Ready. It seems highly unlikely that if Delay left you flat footed...he would fail to mention it as one of the advantages vs disadvantages. Based on this omission, I have to conclude that if Ready removes the FF flag, so does Delay. Oh, and a bone for Celebrim. Skip talks a lot about when to roll for initiative. He basically states it's a DM's call. But line of sight, with no regard to distance, is a reasonable justification. Also, Per Skip, PC's that hear a creature behind a door and bust in for a surpise round, and he says you don't roll Init, [I]until after the door is opened[/I]. But you can still get caught flat footed depending on how the DM wants to handle it. [INDENT]There still are no initiative checks because a surprise round represents a flurry of unexpected activity before a battle begins in earnest. After the party uses their surprise actions, everyone makes initiative checks. None of the PCs will be [URL="javascript:autoGlossaryWindow('Glossary_dnd_flatfooted')"][COLOR=#0066cc]flat-footed[/COLOR][/URL], even if they don't act early in the initiative order, because they acted during the surprise round [/INDENT]Later, he offers this. [INDENT]You could make things tougher on the attackers by skipping the surprise round. The attackers could prepare themselves as noted earlier, but the encounter would not truly begin until the door opens. At that point, both parties would be aware of each other and initiative checks would be in order.[B] If you choose this approach, it's reasonable to assume that the attackers might be flat-footed until their first actions.[/B] The party might know a battle is coming, but they're still subject to a moment of uncertainty when the actual event begins. [/INDENT]Emphais added. In any event, I think this brings the discussion to a close on my part. Skip Williams, was one of the writers for the PHB 3.5 and the guy who was writing Rules of the Game articles for 3.5. [/QUOTE]
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