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Do the initiative rules discourage parley?

moritheil said:
Levels are a game mechanic. Initiative is a game mechanic. Prestige classes are game mechanics. None of these are, strictly speaking, "real" except as written or spoken words and occasional pictures designed to lure prepubescent twelve year olds into the game.

That does not make them any less a serious subject of study on this, the Rules forum. The instant you toss out the rules because they are not "real" to you, you are in Rule 0 land, or Houserule land, and run the risk of careening wildly away from the topical area of the Rules forum.

:shakes head: Come back when you have some idea about what you are talking about. D&D on the whole (and especially in its modern incarnation) takes the design position that rules and other game related things cannot be detected in character and therefore that rules should not be written which are based on the character's (rather than the player's) knowledge of the rules. Initiative is precisely a case in point. It exists at the game level as a simulationist tool, but it's merely a means of approximating what actually is going on. Characters in the game don't actually take turns moving and they don't actually know thier own initiative score. The difficulties to disarm traps aren't actually generally assumed to be in the universe described by the game to be divided into well known discrete units by people with enumerable levels of skill. Magic mouth's and Bindings can't actually be set to trigger on classes or a particular level or specific number's of hit points any other mechanic which is external to the simulation and cannot be observed from within it.

There is a very big difference between things that are real, things that are real in the game, and things that are real in the world being simulated by the game. I'm not the one failing to understand the subtle differences. For example:

moritheil said:
The PCs cannot arbitrarily "enter" initiative order outside of combat.

Is a statement that seems to imply that time moves differently for characters when they are in combat and when they aren't, as if the analog world suddenly became digital and discrete and filled with stop motion turns just when hostile spirits were present, and then moved back into continious time the moment hostility passed by. It's as if you were suggesting that the world was neatly divided into 5' steps and creatures really didn't have a facing. Not only is this a bit ridiculous, but its impinging the rules onto the game in a petty way that clearly violates their intention. Think about what you are suggesting. You are suggesting that the characters cannot prepare a combat action if the NPC is asleep, but could if he wasn't. What are you going to do when the PC says, "I pull my bow back and aim an arrow at the hobo. If he stirs I'm going to shoot him."? Do you say, "No, that's a ready action and since the ready action depends on the initiative order you can't actually take one until an initiative order exists, and the initiative order can't exist until the NPC is awake so you can't bend your bow and aim at him until he is."??? Nonsense. There is absolutely nothing that demands that initiative only be rolled in the round immediately before someone hits someone else, and in particular not allowing the player's to make initiative checks until they know for sure that combat might be emminent not only is unfair to the player's but at times conveys information to the players that might otherwise be concealed and can potentially complicate the DM's job. For example, if the player's enter a room containing a trap with a time delay, it's worth while knowing who takes actions in what order especially if PC's are competing to investigate something first (to scoop treasure if they can). Some sort of order needs to be kept, and actions will have to be termed in rounds so I will know who will be where when the thing goes off. But if I must ask for initiatives whenever the PC's are in danger, I'm letting the game impinge on the universe it simulates.
 

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Celebrim said:
Is a statement that seems to imply that time moves differently for characters when they are in combat and when they aren't, as if

Not to me, it doesn't.

I mean, you do interpret your actions in combat as happening more or less simultaneously where possible, don't you?
 

KarinsDad said:
"it also does not occur before the initiative of the character who caused it."

is still applicable.
Although wrong. The fact that the rules say

"The action occurs just before the action that triggers it. If the triggering (ed: used to say triggered) action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

means that if I'm readying for someone to do anything, my readied action occurs BEFORE he does anything. That includes becoming non-flat-footed. My action happens first, not during. Then, if he is still capable of taking an action (ie - becoming non-flat-footed), he can do so. But only after I got my go.
The readied action occurs before the triggerin action is resolved, but not before his action (or his initiative) is started. The condition has to start before the trigger can fire off on that condition.
No, it happens flat-out before the triggering action. Not before it's finished, before the action period. That's what the rules say. That's how it works.

Oh, and to the argument "this is all just game mechanics, it's not actually something that happens in the game world, and it's not detectable to characters", I call shenanigans. The rules define how the world works. If my character can detect that someone has had a suggestion made to him, then my character can sure as hell detect that he's getting ready to fight. Unless of course he makes a good bluff check and I fail my sense motive.
 


Saeviomagy said:
Although wrong. The fact that the rules say

"The action occurs just before the action that triggers it. If the triggering (ed: used to say triggered) action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

means that if I'm readying for someone to do anything, my readied action occurs BEFORE he does anything. That includes becoming non-flat-footed. My action happens first, not during. Then, if he is still capable of taking an action (ie - becoming non-flat-footed), he can do so. But only after I got my go.

No, it happens flat-out before the triggering action. Not before it's finished, before the action period. That's what the rules say. That's how it works.

Not according to the rules you quoted. You are focusing on one sentence and ignoring every other sentence in that same paragraph.

First off, the word "occurs" here means in the real world. It occurs on the table top first. The word "occurs" is talking about resolution order, it is not talking about from the viewpoint of the characters. Put the phrase "is resolved" in place of "occurs" and the sentence makes total sense: The action is resolved just before the action that triggers it. And even if it was talking about from the viewpoint of the characters (which does not make sense), the sentence you are quoting is not even the sentence that talks about how this works if the triggered action is part of another character's activities.

"Readying an Action: You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."

You cannot just drop out sentences from the rules if they do not match your interpretation. The condition must start first in order for your character to respond to it. He continues his action afterwards, he does not start it afterwards.


If I start casting a spell, I have STARTED casting. You then, in response, interrupt with your Readied Action.

Your interpretation is totally nonsensical. Characters would have to be omniscient in order to fire their crossbow BEFORE the opponent even starts casting a spell. The triggering action HAS to start before the readying action is resolved. It does not have to finish before the readying action is resolved (and according to the rules, it does not).


So, since you are ignoring the rules as written which are inconvenient to your interpretation, I will repeat that the character triggering the action is STILL not flat-footed.
 

Elder-Basilisk said:
"Although they were watching closely, Joe Hobo moves "blindly fast" Flavor Text

"gets up," One move action

"pulls a weapon," Another move action.

"moves 5 feet closer" No problem.

"and kills one of the PCs." At least a standard action. Joe Hobo's actions now total two move actions and one standard action which is one more action than he would be allowed under normal rules. Apparently Joe Hobo is operating under the influence of 3.0 haste.

Sorry, we allow a character to pull a weapon as part of a 5 foot step since the character is actually moving in our game (we probably should get rid of that since it is merely an artifact of misinterpretation from 3E, not an official house rule), hence the reason I wrote it that way. But, he could do it with the Quick Draw feat. Or, he might have Improved Unarmed Stike and not need a weapon. Or maybe he sleeps with a weapon in hand.

The point is that it could still happen.

Elder-Basilisk said:
And, as for killing one of the PCs... if we assume Joe Hobo is a first level commoner (and if he isn't, then the situation requires no explanation), there's no way he can kill a PC in that surprise action given his 6 strength and dex. Even giving Joe Hobo quickdraw and a shortsword and assuming a crit he only does 2d6-4 damage for a max of 8 points. A first level wizard with a 3 con has 1 hit point and would require 11 points to actually kill. But, good luck hitting with a -2 attack bonus.

Maybe he had poison on his blade.

Your attempts at dissecting this example do not invalidate the point of the example though.

The point is that nonsensical action resolution orders can occur due to the wide range and lack of a bell curve of a D20 for initiative, especially in round one.

For example, maybe he casts a spell from the ground and kills everyone, even though they were basically ready for it.


The main thing that bothers me about initiative is that in a situation where everyone is aware of everyone else, combat starts and some characters are still flat-footed. Even though actions are SUPPOSED to be simulataneous and even though one character might have to charge 60 feet in order to attack another character.
 
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KarinsDad said:
The main thing that bothers me about initiative is that in a situation where everyone is aware of everyone else, combat starts and some characters are still flat-footed. Even though actions are SUPPOSED to be simulataneous and even though one character might have to charge 60 feet in order to attack another character.

That's always bothered me too, so I fixed it ;) If there has been a stand-off situation where people have been talking or something, then when initiative is rolled I count it as being "not the first round, we just hadn't bothered actually rolling it yet". So people act in init order but in this kind of situation nobody is flatfooted. It just seems sensible to me that if both parties have been aware of each other and potentially prepared for combat that they have all passed beyond the flatfooted state. They were virtually delaying or virtually readying or whatever.

More of a house clarification than a house rule, but one that makes sense IMO.

Cheers
 

KarinsDad said:
But, he could do it with the Quick Draw feat. Or, he might have Improved Unarmed Stike and not need a weapon. Or maybe he sleeps with a weapon in hand.

...

Maybe he had poison on his blade.

Then we aren't talking about Joe "Freakin'" Hobo any more, are we?

We're talking about Joe "Quick Hands" McGee, or Joe "DaBruisah" Balboa, or Joe "The Assassin" Smith.
 

moritheil said:
I mean, you do interpret your actions in combat as happening more or less simultaneously where possible, don't you?

I do. But the question is, do you? I mean there is nothing in the rules that suggests you should.

It comes down to this, do the things in the game follow the rules, or do the rules follow the things in the game? Is your job as DM to make the game situation fit the rules, or is your job to make the rules fit the game situation?

If there has been a stand-off situation where people have been talking or something, then when initiative is rolled I count it as being "not the first round, we just hadn't bothered actually rolling it yet". So people act in init order but in this kind of situation nobody is flatfooted. It just seems sensible to me that if both parties have been aware of each other and potentially prepared for combat that they have all passed beyond the flatfooted state. They were virtually delaying or virtually readying or whatever.

Exactly, and IMO you shouldn't think of this as a 'house rule'. Rolling initiative and starting to record rounds are gamist artifacts of the combat state simply because it would be tedious to keep track of that level of detail at all times. The flatfooted mechanic simply doesn't apply after the first few seconds of any encounter, regardless of whether people start hitting each other with sharp objects immediately. If you want to have a character that can catches people that are aware of him flat footed, take the Flick of the Wrist feat.
 

Patryn of Elvenshae said:
Then we aren't talking about Joe "Freakin'" Hobo any more, are we?

We're talking about Joe "Quick Hands" McGee, or Joe "DaBruisah" Balboa, or Joe "The Assassin" Smith.

Says you. ;)

Alert, alert. Notify the Hobo Anti-Discrimination League. Patryn is pidgeonholing hobos into non-hobo slots.


Sorry, DND does not work that way. If he has a level of Hobo, he's a Hobo. :p
 

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