Vegepygmy
First Post
That is wise. The actual "initiative count" has no significance beyond establishing the order in which the combatants will take their turns. None.Here's the thing, once combat starts, I ignore the actual initiative number.
That is wise. The actual "initiative count" has no significance beyond establishing the order in which the combatants will take their turns. None.Here's the thing, once combat starts, I ignore the actual initiative number.
Main PC: (on his turn) "I delay."
PC A: (acts on his turn)
Main PC: "I act now."
Main PC: (takes his turn, fixes his new initiative count at this point)
PC B: (acts on his turn)
Yeah. One interpretation, the more literal and therefore more RAW is the one you're holding, and so I can't disagree with you holding it. From what I understand of your approach, Initiative order is maintained throughout the combat as the numbers used to determine turn sequence. The line in the Initiative SRD that reads, "Characters act in order, counting down from highest result to lowest." seems to favor that interpretation.Obviously, we have an interpretatin problem here. But, I do see where you get what you're saying.
I would argue that the main PC cannot go between A and B if the nish modifiers don't reflect that.
Rules Archive said:Delay: Delay is a nonaction you use to put off your turn until a point in the initiative order that's more favorable to you. You act normally (that is you can choose from the menu of actions noted in Part One) when you finally decide to act. When you finally take your delayed action, your initiative number changes, as noted on page 160 of the Player's Handbook. If you delay until another creature's turn, you can choose to act either before or after that creature acts, but of you choose to act before the creature, you must do so before you know what that creature will do.
Hurray for additional, clarifying wording in rules!This.
Delaying is useful if you need to see
what others are going to do before
deciding what to do yourself. The
price you pay is the change in initiative
count and lost time. You never
get back the time you spend waiting
to see what’s going to happen.
While delaying, you can’t interrupt
anyone else’s turn the way you can
with a readied action.
By choosing to delay, you take no actiona certain time and act then.
on your regular turn, then act
normally on whatever initiative count
you decide. You voluntarily change
your initiative count for the rest of the
combat. You can specify this new initiative
count, or you can just wait until
When you act, your initiative countoriginal initiative count.
changes to the one on which you acted.
Your initiative count is lower for
the rest of the combat if you acted later
in the same round during which you
decided to delay. If you take your delayed
action in the round after the one
during which you chose to delay, but
before your original initiative count
comes up, your initiative count rises
to the one on which you acted for the
rest of the combat. You don’t get the
turn that would have occurred on your
What would be the purpose of such a rule?I would argue that the main PC cannot go between A and B if the nish modifiers don't reflect that.
What would be the purpose of such a rule?
No, not that rule. The rule (as you interpret it) that PC C (init mod +2) can act between PC A (init mod +0) and PC B (init mod +1) if A goes on initiative count 12 and B goes on initiative count 11, but not if A and B both go on initiative count 11.The rule exists, so there is a purpose, and that is to break ties when initiative counts are the same.
How would you handle the following scenario?Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
The rule (as you interpret it) that PC C (init mod +2) can act between PC A (init mod +0) and PC B (init mod +1) if A goes on initiative count 12 and B goes on initiative count 11, but not if A and B both go on initiative count 11.
What purpose is served by complicating initiative order that way and necessitating the tracking of initiative counts (and not merely order) beyond the start of combat? Doesn't it strike you as totally arbitrary?
Also, consider the Ready action.
Now, I realize one can argue that in this particular case, the specific Ready rule trumps the general tied-initiative-count rule, but really...isn't it obvious that "initiative count" was never intended to function the way Water Bob is claiming?