[sblock=OOC]If you're delaying to make sure Grys gets combat advantage against the enemies, there's no need for that. He went before you last turn, and has therefore yet to get the benefit of your TENT effect - so he'll get it this turn. Everyone else went after you, while the enemies were dazed, last turn, so they won't be dazed during their turns this round.
Think this is the way that posting-order action resolution and TENT effects are handled according to Mal's combat rules, which seem pretty widely used around here; in any case it seems the simplest method of making sure that you can't double up (or gimp yourself) on TENT effects just by posting before or after people in the next round.[/sblock]
[sblock=OOC]
I think he is delaying since I asked people to do so. Grys has the Challenge Seeking weapon which does more damage against undamaged foes and Grys had to delay until Serris moves. So having the others delay after Grys means a potential for more damage overall.
There are problems with Mal's system. For example stun until save effects or death saving throws (e.g. the leader just gives an extra save or heal by posting first and the disabled player doesn't lose his turn that round like he should). Even immobilized until save, the leader gives a save and it's as if the PC was never immobilized.
The players should try to stay close to the normal initiative, otherwise other problems like these start to creep in. There's also extra bookkeeping issues (like keeping track of who went before TENT and who didn't) that come up the more the players randomly take init.
Not saying that we shouldn't use Mal's system, we should because of the size of the group. Just saying that Mal's system has its own set of flaws.
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