What book and pg talks about individual initiative for monsters?
The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it’s too much of a burden.
If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving.
I have been disagreeing with you quite a lot in these threads, but I think I am with you on this one. I really have not got my head around the new surprise rules (or lack thereof). Maybe once I am used to it it will make more sense, but so far I am not impressed.On this subject:
Not for nothing, "surprise" in this game is almost entirely removed.
I agree there’s a balancing effect (same reasoning as to why group initiative is problematic), but I think one could argue that it was also an attempt at simplification. The idea seems to be that you just switch to encounter mode when two opposing sides come in contact and then continue resolving things round-by-round. If you successfully Avoid Notice, then you are hidden (or undetected on a crit), and creatures have to come Seek you out. Your “surprise” then becomes what you make of that situation rather than getting a free half turn to beat up the opposing side. This is in contrast to other systems where you start the encounter after the surprise is sprung.Not for nothing, "surprise" in this game is almost entirely removed.
It isn't part of the rules AFAIK but I see adventures experimenting with stuff like "The two monsters are verbally fighting, so you get +4 to your initiative rolls". This is instructive, since it tells us that in this game, getting a whole extra round the way surprise is normally implemented in fantasy ttrpgs is considered far too much an advantage.
I’ve noticed this with using Avoid Notice to roll Stealth instead of Perception for initiative. Because of the automatic progression of Perception, it’s almost always the better skill to roll unless you’ve been investing in Stealth to keep it boosted (and no one but the “sneaky” characters really bothers to do that).For most heroes rolling Deception is actually a nerf compared to "I just draw my weapon normally".
Sure the GM can decide to provide you with a bonus when and if you roll Initiative using a special skill, but that's up to each GM and not something the rules give you. Just being allowed to roll the special skill is painted out as advantage enough (which it rarely is in practice). Maybe those initiative rules were written before the decision to make Perception a secondary ability given to everybody instead of a skill you could suck at?
My PCs all Avoid Notice and then say: I want to roll Perception instead because it’s better, and I respond: then you’re not going to be very hidden, are you?You only roll a single Stealth check when you start an encounter by Avoid Notice.
Unless the GM has other ideas, of course (the rule says "usually").
It’s worded awkwardly, but if you are hidden, the target is flat-footed to you.In most cases, there are no bonuses to be gained by either going first or attacking from stealth. Only characters and monsters with specific abilities gain anything. There are zero general rules of the "you gain advantage when attacking from stealth" sort, or "you're flat-footed until you have taken your first action". If you can't point to an ability specifically granting you some sort of bonus, there isn't one to be had.
I don’t think fighting necessarily starts, but that sounds about right. If the party is trying to stage an ambush, you wouldn’t start the fight when the ambush sprung by when the enemy comes into the scene. You’d have them do their thing unaware of the ambush, and then the PCs would spring the ambush on the designated signal.I'm getting the definite impression the idea is that you go into encounter mode when every creature is on the battle board, and combat can ensue right away.
Yep. I think in most other games you’d e.g., start when the above ambush sprung. On one hand, that makes sense given the absence of a discrete surprise round. On the other, it potentially tips the PCs off that an encounter is coming even though nothing is on screen yet. You could do secret Initiative checks in that situation, but that’s definitely not the norm in PF2.And yes, this is in sharp contrast to other D&D games where it feels natural to do things turn-by-turn as soon as that feels right. Here the transition from Exploration to Encounters feel wonky if you're dropped into turn-by-turn mode before the fight has started; i.e. rolling Initiative with no fight.
If the PCs know or suspect there are monsters in the next room, they can Avoid Notice as they approach. When the encounter starts, everyone Delays but the slowest one in the initiative order, who kicks in the door. The rest of the party returns to the initiative order at the end of the kicker’s turn, and they rush inside to beat up the monsters for their treasure.Of course you can run the game otherwise, but official adventures clearly weigh towards the "and the monsters are right in your face - roll initiative!" where the idea that you would want to avoid just that and keep the beasties at a distance as long as possible seems to just not occurred to anyone involved.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.