Do you play the "You're Flatfooted 'til your Initiative" rule?

Do you use the "Flat-Footed till you move" Rule

  • Yes, of course - and all the attendant game effects

    Votes: 187 91.7%
  • Partially - we use some, but have house-ruled or ignored some aspects

    Votes: 12 5.9%
  • No - don't choose to play it

    Votes: 3 1.5%
  • Didn't know it worked like that

    Votes: 2 1.0%

I like the roll initiative every round for duels and such, makes things much more interesting.

When I DM, I use index cards as well, players don't know when the monsters init comes up, and that allows for those "they actually went first but I just readied" scenarios that throw people off guard.
 

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Our group uses this rule - and so far has not caused any problems for us.

Hesitation in combat in real life can mean death, and I personally like keeping a little aspect of that in our games. After all, losing init doesn't mean you ABSOLUTELY will die, but it does put you at a serious disadvantage. After all, those "Fast Freddies and Friedas" still have to actually attack and succeed - and a "1" or a "2" on an attack can still happen.

But I take the rule, warts and all, because it works pretty well.
 

Well, reading through the rules before posting my reply, I realized that we do one thing against the rules in terms of flat-footed. I always have a surprise round for the first round, even if everyone is aware of everyone else. It works out pretty well. You can't full attack against no dex with sneak attack unless you surprise the guy and beat him on initiative.
 

I guess it depends... if you want to nerf rogues to 2e status, then go ahead and change the rules. You won't find many rogue PCs in your game, though.

I use the RAW to keep rogues out of the toilet.
 

(Psi)SeveredHead said:
I guess it depends... if you want to nerf rogues to 2e status, then go ahead and change the rules. You won't find many rogue PCs in your game, though.

I use the RAW to keep rogues out of the toilet.

I hardly think ichabod's rule that there is always a surprise round "nerf rouges back to 2e status", or perhaps you misunderstood his last sentence to mean he has a 2nd house rule about full round attacks and sneak attack.

-Skaros
 

ichabod said:
Well, reading through the rules before posting my reply, I realized that we do one thing against the rules in terms of flat-footed. I always have a surprise round for the first round, even if everyone is aware of everyone else. It works out pretty well. You can't full attack against no dex with sneak attack unless you surprise the guy and beat him on initiative.

IIRC, this is actually listed as a good alternate rule in the DMG. I'll have to double-check when I get home ... or maybe someone can find it. :)
 

ichabod said:
Well, reading through the rules before posting my reply, I realized that we do one thing against the rules in terms of flat-footed. I always have a surprise round for the first round, even if everyone is aware of everyone else. It works out pretty well. You can't full attack against no dex with sneak attack unless you surprise the guy and beat him on initiative.
I also start EVERY combat off with a partial round (what you are calling a surprise round I believe) and it works out very well. This variant is presented in the DMG and it makes things nice and simple:

- The first round of any combat is a partial round.
- Only those people who are not surprised can take actions during this round.
 

reapersaurus said:
Does this make sense to you?
Who plays this way?

But I think I'd remember if any group had done special AC calculations that only applied in the first round, and only until their PC moved, and used different tactics in the first round to take advantage of the PC or NPC that looked like they hadn't reacted yet.


So what is your opinion?

It makes perfect sense. Everyone plays that way. And what's wrong with noticing who has not yet reacted to the start of the fight?

Have you ever been in a fight? At the start, it works pretty much like D&D describes. Someone is always going to go first. And that person will be able to cold-:):):):) the other guy.

Example: two guys stand nose to nose, shouting at each other. Suddenly, one swings, decking the other guy before he can react or his buddies can stop the blow. In D&D terms, one guy won the init and took a swing.

Example 2: two guys stand nose to nose, shouting at each other. Suddenly, one swings. But the other guy was ready, blocks, and counter-punches. In D&D terms, one guy won the init and readied a block if the other guy attacked. The other guy attacked, triggering the block. Next round, the blocker's init comes first, and he punches.

Ever hear an eye-witness to a violent crime or accident talk on tv? You'll hear phrases like "It all happened so fast! It was over before I could even duck! He got past me before I could think to grab him!"

Ever watch a football game? Sometimes, the defensive line gets the jump on the offensive line and busts right through to the QB. Sometimes, the wide receiver blows past the flat-footed safety.

Ever walk down the street when a loud sound (car crash, gun shot, firecracker, whatever) erupts? Some people immediately turn/dive/jump. Some freeze. Some don't even react for a second or two.

Ever play "hands"? One guy goes first, and he'll either smack your hands while you're flat-footed or you'll "win the init" and be able to "ready an action" to pull them away.

Of course D&D init rules don't perfectly mirror the real world, but flat footed makes sense.

I think your problem might be that you're rolling init too late. Init should be rolled at the start of the encounter, which can be when the combatants are hundreds of yards away from each other. Flat-footed should really only come into play during ambushes and stand-offs.

Example of ambush: A rogue is hiding in the weeds. A horseman rides by, unaware. The rogue shoots the horseman, who is not expecting the attack and is therefore completely flat-footed (no dex bonus).

Example of encounter distance: two armies face each other across the field. They charge each other. After a minute of running they clash in the middle of the field. Init should have been rolled at the start of the charge (if not sooner), not when the two armies clash.

As for hiding Init rolls: this is a good idea, at least for the first round. While it's obvious who has acted and who hasn't, there's no way to determine if the evil wizard who hasn't yet acted will get to act before your pal the cleric. That's why my DM has us all roll 5 Init rolls at the beginning of each session. He writes those rolls down in a random order and refers to those rolls at the start of each combat. We never know the order of init--makes for tense 1st rounds of combat.

-z
 
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Oh yeah, this is a fairly important rule in fact. Why else do you think people vote Improved Initiative so highly every time there is a vote on best feats?
 

Yes, we use the flat-footed rules.

The important thing to consider is what is "the start of a battle". IMO, initiative typically should be rolled when two opposing groups first become aware of each other, NOT necessarily when actual bloodshed becomes practical.

The DM also has to use good judgement on when to reroll initiative. If combat pauses for just a few moments of negotiation, it isn't appropriate to restart initiative. Nor is a successful Hide or becoming Invisible sufficient reason to restart initiative.
 

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