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D&D 5E Initiative and Delay

That said, I think the Ready action should suffice to address your issue--note that it doesn't impact your initiative in any way.

I've been playing the game for a year and a half now. I already explained it's really irritating my players to try and fit this into Ready when it truly does not suffice. I gave multiple examples to demonstrate why Ready does not work for these purposes. So, are you just not believing me?

If Ready doesn't suffice, then consider a houserule. Like, to let the player declare (before anyone rolls initiative) whether to apply his Initiative bonus as a positive or a negative.

Why would "I want to go after player X, if I have a higher init than them" be a bad thing. Why would you penalize someone for a higher initiative roll?
 

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I think there was a thread, here, somewhere that discussed delay being removed due to how it might affect ongoing saving throws v. effects where the saving throw is made on the character's turn. For example, delaying might allow another PC to intervene on the PC's behalf before the dire consequences of a probable failed save take effect.

How would this impact a delay in the first round, which is what I was talking about?
 

I've been playing the game for a year and a half now. I already explained it's really irritating my players to try and fit this into Ready when it truly does not suffice. I gave multiple examples to demonstrate why Ready does not work for these purposes. So, are you just not believing me?

I believe that you are trying to get justification from the gaming community here on whether you should house rule.

Do what you want to do.

Ready does not work for those purposes. It is not supposed to. Sometimes, the situation is just not optimal for what a player wants to do. So, let the players deal with it. :erm:

Or, listen to your irritated players and houserule.
 

I told you why. 1) Because Delay slows up the game.

In the first round when you're assigning Init to begin with? How? Player X gets a 12, player Y gets a 6, player X says I want to go after player Y, done and done.

2) Because Delay mixed with the new rules on "move attack move" make those rules even stronger

As it should be - you're reacting FASTER, why would you not gain advantage from that? Why would happening to roll poorly logically be a benefit for some characters that they should seek to dump their initiative as a tactic? This seems like a feature not a bug - having people with high initiative scores who naturally want to go later because their class abilities benefit from going later SHOULD be able to choose that as a benefit of having a high initiative count.

3) Because Delay mixed with the stronger surprise round (all actions instead of just one) makes the surprise round even stronger.

This is just the same argument as #2 re-worded.

And, it is not a disadvantage to have a high initiative. It's part of the current situation.

Of course it is, for some characters. If their abilities work best only after people have moved, then it's a disadvantage to go first. I even had a player say "I want a feat to decrease my initiative". It's that bad. This is obviously not the intention of the initiative rules.

On the other hand, do you put in special rules for the wizard so that he can get the perfect positioning from his fireball? No

Yes, it's called boosting his initiative bonus. The rogue can do nothing to LOWER his initiative bonus, but the Wizard can. Besides, the wizard who is of the evocation school ALSO wants to go later, to wait for enemies to clump around an ally and then blast them while protecting the ally from the blast. That was in my first post, remember?

Things sometimes do not work out the best way for a given PC. I play a wizard and the battlefield is rarely exactly how I want it to be. I don't get frustrated about it (frustrated being the word you used to describe your players), I just deal with the situation as is.

Tell me how often rolling high is a harm to you, in your experience? The entire point of the d20 system, which 5e adheres to, is that universally a player rolling a d20 high is good and low is bad. This is the only exception I can think of.

So if I were the DM of your group, I would tell the players who want to Delay in 5E to either Ready, or deal with it. So what if the first attack of the rogue does not have sneak attack damage in round one. The current situation does not allow for that. Just like many other rounds for many other PCs. It happens all of the time.

Now think about that - it's called sneak attack, you have surprise, but you're punished if you're the fastest to react to surprise and being sneaky...and if you could have been slower, you would have gotten into a better position (every time) and had a better chance at killing your target (every time). That's just dumb. There is nothing surprising or sneaky about that character - it's purely a rule about ease of use, only the ease of use is about later rounds and not that first round.

From a "It's my turn next, I will fireball those guys, opps, the delaying PC now ran in front of me" POV, it's weird. If one considers actions to be simultaneous like in the real world (which many people do, it's just artificially segregated into a game term called turns), then the delaying PC did not know when to move up and attack, but I was going to fireball with or without another foe in the area. In other words, I start my fireball, I'm casting it, another foe moves in, AT THAT POINT my fellow PC now knows to move, and he gets to move and act before I do, even though in a simultaneous world (i.e. real world), I would have cast my spell before he even took a single step because he had to wait for the new foe to show up before he decided to move and attack.

In the real world, military groups establish tactics, even tactics which function in split seconds, just like what you're describing. Everyone can always hold a second, or half-second, until they can take the better shot or run to the right position or both. There is no sense in saying that people who are fastest to react are worse off. They are never worse off.
 




When you post and questioning others, you are putting your motives up for question.

I asked him a question - I told him I had experience X, he said "X shouldn't happen" and I asked him if he was saying he didn't believe me. That's not me telling him I know his motives, it's me asking him what his motives are. You didn't ask me anything - you just outright said you thought you knew what my motives were.

I am not going to debate this with you. I am asking you to not do it anymore. Period.

Several people answered your questions and you seem to persistent in arguing about their input. Whatever.

I am discussing the topic to see if people have a good argument in the other direction. You know, it's what we do at this board. If "whatever" means you're not getting anything out of this...nobody made you respond. Not sure what else "whatever" means?
 

So, are you just not believing me?

I believe that you are trying to get justification from the gaming community here on whether you should house rule.

I believe you should not make guesses about my motives, and I am asking you to stop and not do it again.

OK, Mistwell, you asked for folks opinions on your motives, and then condemned them for answering your question. I know you're a lawyer by training, and this sort of thing comes naturally to you, but this is the casually colloquial equivalent of entrapment. It very much violates Wheaton's Law. I hope you know that on a D&D forum, unlike legal paperwork, technicalities fall far behind manners in the order of priorities. We're here to chat and have fun. Clever falls far below charismatic in the general order of things here.
 

In the first round when you're assigning Init to begin with? How? Player X gets a 12, player Y gets a 6, player X says I want to go after player Y, done and done.

Then that is not delaying (nor is delaying just in the first round what you initially asked about, I brought that to the conversation).

As it should be - you're reacting FASTER, why would you not gain advantage from that?

The player who rolls early init already has advantage. He gets to go first. The problem is not the game mechanics, it's your player's expectations.

This is just the same argument as #2 re-worded.

If you say so. Personally, I think that the surprise round is already huge and to make it stronger, unbalances the game even move. There is a big difference between making the surprise round stronger and making a round where the NPCs get to act stronger.

Of course it is, for some characters. If their abilities work best only after people have moved, then it's a disadvantage to go first. I even had a player say "I want a feat to decrease my initiative". It's that bad. This is obviously not the intention of the initiative rules.

Again, your player wants his cake and to eat it too. This is not a problem at all at many other tables. You do not see a lot of threads in this. Our PC rogue has never brought this up.

Solve the real problem. Player expectations. Or, house rule.

Yes, it's called boosting his initiative bonus. The rogue can do nothing to LOWER his initiative bonus, but the Wizard can. Besides, the wizard who is of the evocation school ALSO wants to go later, to wait for enemies to clump around an ally and then blast them while protecting the ally from the blast. That was in my first post, remember?

Yup. The wizard has a scenario where his plan works better. The rogue does not. Again, this is a player issue, not a game mechanics issue. The game works great. Nothing stops the rogue from throwing a dagger in round one, just like nothing stops the wizard from throwing a cantrip in a later round when he really wants to throw a Sleep spell, but other PCs are in the way.

Tell me how often rolling high is a harm to you, in your experience? The entire point of the d20 system, which 5e adheres to, is that universally a player rolling a d20 high is good and low is bad. This is the only exception I can think of.

So, Ready to throw a dagger at the first foe that the Fighter goes up next to. Problem solved. Not seeing a problem here except for players used to earlier edition game mechanics.

Now think about that - it's called sneak attack, you have surprise, but you're punished if you're the fastest to react to surprise and being sneaky...and if you could have been slower, you would have gotten into a better position (every time) and had a better chance at killing your target (every time). That's just dumb. There is nothing surprising or sneaky about that character - it's purely a rule about ease of use, only the ease of use is about later rounds and not that first round.

If the PCs really have surprise, how come the Rogue does not attack from hiding with a ranged weapon and surprise and advantage and sneak attack damage?

And why should surprise be better for a rogue than for other PCs? Why should it work exactly how he wants it to work?
 

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