Staffan said:
Refocus was replaced by Delay (which now works across rounds), not Ready. In effect, it is even better now, because you won't get beaten by some stupid rogue with Improved init who got initiative 29.
Which I pointed out in my post when I said,
celebrim said:
"On the positive side, you never lose a turn getting refocused to people with extremely high initiative counts."
I'm not an expert on 3.5, as it just didn't seem to offer me enough advantage to be worth buying a whole new set of core books. However, I appreciate the clarification.
KarinsDad said:
So, what you stated COULD be done, in reality, cannot be done according to the rules.
Ok, stop right there. I just gave you the exact location of the rule that allows you to take 20 on initiative (there words as well as mine) in the rule book. If you can't be bothered to read my citation of the rules, that isn't my problem, nor is it my problem when you decided to get all huffy about something as trivial as this.
It is a house rule if you give all readying characters an automatic 20 on their initiative.
Not only is that not even close to what I described, but it's not even the way my house ruling works. What I was trying to accomplish with the house ruling had nothing to do with letting anyone set thier initiative to the top of the order (something already explicitly handled by the rules), but rather with preventing characters from doing so (something which isn't handled by the rules). In other words, I was trying to come up with rulings that would give more of the feel of 'Freeze. Put your
hands on your head.", and house ruling or not there was more than one DM on the thread that found the idea reasonable.
But it is most certainly not a house rule to allow characters to take 20 on thier initiative in 3.0, and as I pointed out regarding the 3.5 rules (and was clarified by Staffan) the new rules effectively let you take better than 20 because the 3.5 rules let you delay until the top of the next initiative order. In other words, if you're an 8 dex cleric facing off against a 20 dex rouge with improved initiative who rolled a 20, you can still effectively set your new initiative to 30 by delaying through the turn and then going before the rogue. Neither the 3.0 or 3.5 version is a house rule. READ THE FREAKING RULES. All I was trying to do to you was explain who according to the official rules goes first whenever you get into a loop of two players waiting for the other to act, and how we might use the rules to handle a situation which is more complicated than is explicitly handled by the rules, but which would come up again and again in a 'police' style campaign.
Sheesh. I never expected to get rules lawyered in a freaking thread. Are you trying to prove how disfunctional of a gamer you are? Are we all DM's here or what?
Now, on to better things.
two said:
It's easy to come up with ideas for rules that would facillitate parley; for example, the ability to retain your "first strike" perogative even after speaking with a surprised enemy.
D&D doesn't haves rules like that.
As I pointed out at the beginning, D&D already would leave the sleeping rogues at a considerable disadvantage compared to standing, readied, armed PC's. I made some suggestions about how thet PC's might be able to retain an initiative advantage (though the system would at times cause trigger happy PC's to kill rogues that were trying to surrender, one could well argue that those are acceptable risks weighed against the 'right of the law officer to protect himself'). I made some suggestions about how the PC's might intimidate the rogues into a) not attacking and b) maintaining a posture (hands above your head where I can see them, get down on the ground) that would prevent them from gaining thier DEX bonus and presumably reduce the DC to spot when a rogue was readying a combat action.
But I want to carefully point out that the elaboration of the rules I'm making does not really apply to actual 'parley' , but rather to 'surrender'. I'm trying to show that the rules can encourage PC's to try to take prisoners. I'm not trying to show that the rules should or could ever allow the PC's to take up honest and fair negotiations between two sides - a real 'parley' - and still retain all the advantages of surprise. Tactically speaking in the real world, its always better to retain surprise than to start up a parley. What do you really what, some way to reserve surprise for use at a latter time when your opponents are not surprised? I'm sorry but I don't see that as realistic. The real problem with realism here IMO is not the initiative system, but the relative lacking of risk in engaging in combat. In real life, people engage in parley because even with surprise, fights are dangerous and have costs (and because people want to avoid them for moral reasons). In D&D, you have 'hit points' and lots of them relative to the capacity of weapons to do damage (especially after 4th level or so), and if you do die you can always 'raise dead'. So the risks of combat are greatly reduced.