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Flat-Footed

The rule says "you take no action." The rule does not say that a Delay is a "no action." Nor does the game define an action called "no action." The WotC is simply trying to tell people that some things that can happen don't fit into the "Action" category, so you don't need to account for them as an "Action" within the frame work of free, standarad, move, etc." Blinking your eyes is an action. But that does not register on the "Action" detector so the game says it's not considered an action...in terms of the game counter.
I submit, you're misreading the text. "Not an action" is not a "type" of action. It's saying that some actions are not tracked within the context of Actions. It's like if the rules defined these things as Weapons...and has a heading called "Not a Weapon." Not a Weapon is not a category of weapons. It's category of things that are not weapons...in the context of the game.

You can...not act. Or you can take a Standard Action to prepare yourself to act later...or, you can "voluntarily lower your initative result" and gain the benefit of acting later in the round...but you can't take a "no action" action. You simply choose not to act ..and foregoe any action on your initiative. You would no longer be flat footed...and you would no longer be able to act until your next turn.

Rules Compendium pg 7, 8 & 9 Define "no action" and "not an Action" as action types.

Pg 7 under "Action Types"
. . . .

"Not an Action" {see my earlier quote for the actual text}

Pg 8 & 9

"Actions in Combat"

Under No Action

5-foot step
Attack of Opportunity
Cover from mount (DC 15 Ride check)
Delay
Duel of Wills (intimidate)
Fight Defensively
Guide Mount with Knees (DC 5 Ride check)
Identify spell being cast (Spellcraft check, DC 15 + spell level)
Make COncentration check
Make a passive Listen check or Spot check
Stay in saddle (DC 5 Ride check)

PHB pg 141

Actions in Combat

No Action -
5 foot step
Delay

PHB p 138-139

Action types

Standard
Move Action
Full-round Action
Free Action
Not an Action
Restricted Activity

So the rules actually do say that Delay is a no action and defines not an action as an action type.
 

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So if the DM says I have a rule whereby you roll the dice and if you get the lowest roll, you suck...that's okay? Because essentially that's what the No Dex rule says.

Yea its ok...because the NPCs will fail too, and I won't fail more because I of my class.

That's not true. The Ready action gives you the same option to flank...you just have identify the situation which triggers your flanking action.
Its not the same. Its weaker. You need to have the power to see the future to say they are the same. If the orcs play first than the fighter no kind of ready action can give you a flank. Except if you can predict where the orc will move, so you will move next to where it will move and then ready for having the fighter also moving where you predicted. Sorry, but...it just doesn't work.
If you act first...you kill first and avoid retaliation. If you act last, you can die first...but you may be in a better position to retaliate. It's a trade off.
Its not a balanced trade off. I already did my part of the trade when I was putting an above 10 DEX score and I was giving that 10 to my STR, crippling myself forever.
First off, I'm talking about moderate imbalance, not cosmic. If spellcaster can't be killed, what would be the point of them playing with other adventurers. So your house rule has made all other characters obsolete. The other classes no longer serve a purpose. Gross imbalances in classes or in the rules can make other classes unnecessary. But in a PnP game, the adventures are supposed to be tailored to the party, so minor differences...like damage dealt by TWF first S&B...are minimized if even noticable. The problem arises in video games where stats are easily maintained and the majority of advancement comes from straight combat. In PnP, perfect, or even decent balance between classes is not mandatory. Purpose...is always mandatory.
I don't know what S&B is. The cosmic imbalance was an extreme example. My point was, that you can't say its ok to nerf that rogue, because other things are imbalanced too.

Which is the WotC explicitly saying we're not going to give you something for free. If you want to take advantage of a tactical situation...while retaining your other beneifts, there's a cost.
You just say that Ready action can do the same thing, but cheaper, if you metagame good. Then you say they had that planned, because they wanted you to pay. But why would they make you pay for not metagaming?


The FF rule. Because that is what you're complaining about. You don't want to be caught FF'd. But you want to be able to act last with a Full Actoin. In the first round, those two are mutually exclusive. Why wouldn't WotC want to preserve the impact of the FF rule in the first round? Leting high dex characters not only avoid being FF and simultaneously get the full benefit of acting last...was something they obviously didn't want to allow. Kind of like making Rangers lose 1d8 of hit points at first level...then charging them for TWF...forcing them to wear light armore to get benefits...and a host of other things they did to the class. It's their art. They think the game is better because of it.
Are you trying to prove that the FF rule is crap, by making other rules to make you flat footed? And you call me biased? :p

Why they obviously wouldn't want that, when if the rules are the way I read them, they actually allow that? Giving examples of other rules you don't like doesn't prove much to me...



The may allow the same tactical outcomes...but that is coincidental. Remember, the Ready action allows you to "interrupt" someone elses actions. a Ready can stop a spellcaster from casting. You can't do that with Delay. They are designed for two different goals...even though there is overlap in how they can be used.
So, now that you proved that those two are different....why Delay should have a penalty? Its different enough to assume that it can't be ''better'' than Ready Action. And if its not ''better'' than Ready Action, but just different, why should there be a penalty, in comparison with the Ready Action that has no penalty?
If your'e asking why shouldn't Delay be the same benefit regardless....I don't have an answer. I still haven't seen an explanation why no Dex Bonus is better for the game the way it works now. I mean, the game could have said you roll for Init every round. The game could have said every round, you start FF because you don't know what's going to happen next. <shrug>
I think there is a variant where you roll initiative every round, but I don't think anyone would ever use it....even though it would greatly benefit the rogues, and would make the game more tactical.

John is probably metagaming all over the place and just being arbitrary about what metagaming is acceptable and what is not. Is it in-character for a Fighter in the party to not recognize the benefit of helping his teammate flank? Deciding not to metagame and specifically picking a target you can't flank as a result....is metagaming. ;)

You are right...but you can't force an other player to do something.
You are stuck with asking for help from John...when you could delay and instead offer help (and get the kill too).

Except that every credible statistical analysis I have seen involving TWF in a pure ranger shows it's weaker than any other combat oriented option. You can certainly create extreme cases where it holds its one...but Feat for Feat...it's weaker than S&B and THF. So you stick Rangers with a Combat style that does weaker damage on average and lowers their AC by as much as half a dozen against traditional S&B. Wait...why were Rangers even given TWF to begin with? Is Legolas is more representative of the class than Aragorn? Whatever.

Don't get me wrong, but I don't think this thread is about rangers and I don't know what THF is either.

___

Bout your second post.
Good try, but like you point out for the last pages when your turn is, is what defines when you are flat footed.
The argument is that your regular turn is when you decide to Delay, and not when you decide to play...because you had an option to act then.

Now if you say that you can have an immediate action just when you delay...hell you are right. This means that you aren't flat footed any more, even when with your understanding of the rules.


Anyway one last question. Why you consider regular, the delayed initiative order, and not the original one? I mean, regular implies something normal, not a tricky option that is available and you may or may not use...?
 

It seems the point of confusion here is what it means to "voluntarily lower your initiative result." This is plain English and I'm at a loss why this is so obscure to people.

I think it is because "before you have had a chance
to act" is likewise plain English, only the latter is what defines being flat-footed not the former.

Being flat-footed does not state anywhere act on your intiative order number only have had the chance to act.
 

So the rules actually do say that Delay is a no action and defines not an action as an action type.

*slaps head*

The rule says "you take no action." It does not say you "take No Action." Nor does it say you "take a No Action action."

I tell you what. You give me $100 and in return I'll give you as much "no money" as you want in return and we'll call it even.
 

*slaps head*

The rule says "you take no action." It does not say you "take No Action." Nor does it say you "take a No Action action."

I tell you what. You give me $100 and in return I'll give you as much "no money" as you want in return and we'll call it even.

Mr. Clinton, I think the correct analogy would be:
"I will give you no money."
"You will give me No Money."
 

"Actions in Combat"

Under No Action

5-foot step
Attack of Opportunity
Cover from mount (DC 15 Ride check)
Delay
Duel of Wills (intimidate)
Fight Defensively
Guide Mount with Knees (DC 5 Ride check)
Identify spell being cast (Spellcraft check, DC 15 + spell level)
Make COncentration check
Make a passive Listen check or Spot check
Stay in saddle (DC 5 Ride check)

Money your Character Can Have

A Lot of Money
Not So Much Money
No Money

Under your analysis, "No Money" is a type of money you can have.

Do you understand the process of defining things as not a part of a category is not the same as making those thing a part of the category?

Do you understand why the game needs to define various things as not being an Action...like staying in the saddle?
 

Rules Compendium pg 7, 8 & 9 Define "no action" and "not an Action" as action types.

Pg 7 under "Action Types"
. . . .

"Not an Action" {see my earlier quote for the actual text}

Pg 8 & 9

"Actions in Combat"

Under No Action

5-foot step
Attack of Opportunity
Cover from mount (DC 15 Ride check)
Delay
Duel of Wills (intimidate)
Fight Defensively
Guide Mount with Knees (DC 5 Ride check)
Identify spell being cast (Spellcraft check, DC 15 + spell level)
Make COncentration check
Make a passive Listen check or Spot check
Stay in saddle (DC 5 Ride check)

PHB pg 141

Actions in Combat

No Action -
5 foot step
Delay

PHB p 138-139

Action types

Standard
Move Action
Full-round Action
Free Action
Not an Action
Restricted Activity

So the rules actually do say that Delay is a no action and defines not an action as an action type.

*slaps head*

The rule says "you take no action." It does not say you "take No Action." Nor does it say you "take a No Action action."

I tell you what. You give me $100 and in return I'll give you as much "no money" as you want in return and we'll call it even.

So a 5ft step is no action either. And not a ''No Action'' action. Since they are listed together.

If I give you 100$ and you give me infinite 0,000001$ which are no money, then I think you've got a deal sir. Now pay up infinite money :p
 

So a 5ft step is no action either. And not a ''No Action'' action. Since they are listed together.
The 5-foot step is a fudge in the game. If it's No Action, then why can't I take a 100 No Actions and get through the entire dungeon on the first round?


Did you see the category defined as "Action Type Varies." Clearly Action Type Varies is it's own action type....there's no way they meant..."the action type varies depending on the action." They clearly meant to create a specific action called Action Type Varies.

Such are the conclusions this logic leads us to.

If I give you 100$ and you give me infinite 0,000001$ which are no money, then I think you've got a deal sir. Now pay up infinite money :p
I hope you're not a math teacher ;).
 

I think it is because "before you have had a chance
to act" is likewise plain English, only the latter is what defines being flat-footed not the former.

Being flat-footed does not state anywhere act on your intiative order number only have had the chance to act.
I think the problem is it is ambigous for various readers to determine who is supposed to be making the decision to Delay.

People here are interpreting the "voluntarily lower your initiative result" with the idea that their character is making the decision...and is thus taking no action...by choice..and thus eliminating the FF flag.

Other people are deciding that you can't Delay until its your turn...and this coincides with your character having an opportunity to act. But the rule does not say you have to wait till your turn to make the Delay decision. So the decision to Delay has nothing to do with what your character decides...but what you decide. Your "Delay" is the lowering of an init "result"...not the waiting to act. The distinction is crucial to the rule.

Think of it this way...the way its written in plain English, you're substituting your Init roll for something else. It would have been trivial for them to state it as the "character preparesto act...but waits"

Let me try this: If they wanted you to be able to simply delay your acting....why not do that with the Ready action? Why would you create a Ready act that imposes a Standard action fee? On the off chance you might interrupt a spell caster?

Doesn't it make more sense that WotC would give you an option to voluntarily swap out our init roll for something lower?

Look, i've offered my rationale. It's not beyond the realm of possibilities that the writer of this rule was incompetent and meant to write the rule how you interpret it but simply couldn't find the language to be precise. Yeah...that's a possibility. But it's more likely he meant it the way its written: You're changing your actual roll to be something lower...ergo, since you can't act until your Init turn, your character has no opportunity act until you've decided what the roll actually is.

Here's one final thing to consider. If the Delay was executed by the character in game...then why couldn't he declare a trigger and interrupt something as soon as he witnessed it? The obvious answer is because the character isn't delaying. The character hasn't had its init turn come up becase the player took a lower number. If you want the character to delay, then you need to Ready an action...for which WotC imposes a cost.

I don't think there's much more to cover on this. You can respond..and I'll read it...but I think I've been repeating myself for like the last 10 posts.
 

The 5-foot step is a fudge in the game. If it's No Action, then why can't I take a 100 No Actions and get through the entire dungeon on the first round?
See? no action is actually an action. Glad you finally agree.

I hope you're not a math teacher ;).
Why, you don't like paying math teachers? :p


I think I am gonna repeat myself, but well....I still wanna know the answer
Anyway one last question. Why you consider regular, the delayed initiative order, and not the original one? I mean, regular implies something normal, not a tricky option that is available and you may or may not use...?
 

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