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General Tabletop Discussion
*Pathfinder & Starfinder
How to Legally Overcome Flatfooted
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<blockquote data-quote="Gantros" data-source="post: 2112257" data-attributes="member: 15836"><p>This doesn't solve the problem that in scenario #1, the bandit has a chance to miraculously charge 60 ft. and attack, while in scenario #2, which is identical except for the somewhat arbitrary determination that combat has already started, the bandit has no chance at all.</p><p></p><p>Furthermore, this is not what the DMG says to do. It says that if both parties are aware of each other but cannot interact, then start tracking rounds and allow both parties to prepare as they wish until interaction becomes possible. In other words, they can take combat-style actions (cast spells, drink potions, take moves, etc.), but they do not check initiative until they come into contact. And if you do this, you get the situation I described.</p><p></p><p>If you think about it, it makes sense... what's the point of determining initiative to determine order of action if the two parties cannot or will not interact with each other? In scenario 1, order of actions and who readied what when is unimportant until someone opens the door.</p><p></p><p></p><p></p><p>Actually, the rules provide for a way to effectively start combat without rolling for initiative, under certain conditions. Those "conditions" are when two hostile parties are aware of each other, and either cannot interact or choose not to do so right away. Initiative is only rolled when one party attempts to engage the other in some way, or puts themselves in harm's way. I believe this allowance can be used to solve the problem presented in this thread without breaking any rules or house-ruling anything.</p></blockquote><p></p>
[QUOTE="Gantros, post: 2112257, member: 15836"] This doesn't solve the problem that in scenario #1, the bandit has a chance to miraculously charge 60 ft. and attack, while in scenario #2, which is identical except for the somewhat arbitrary determination that combat has already started, the bandit has no chance at all. Furthermore, this is not what the DMG says to do. It says that if both parties are aware of each other but cannot interact, then start tracking rounds and allow both parties to prepare as they wish until interaction becomes possible. In other words, they can take combat-style actions (cast spells, drink potions, take moves, etc.), but they do not check initiative until they come into contact. And if you do this, you get the situation I described. If you think about it, it makes sense... what's the point of determining initiative to determine order of action if the two parties cannot or will not interact with each other? In scenario 1, order of actions and who readied what when is unimportant until someone opens the door. Actually, the rules provide for a way to effectively start combat without rolling for initiative, under certain conditions. Those "conditions" are when two hostile parties are aware of each other, and either cannot interact or choose not to do so right away. Initiative is only rolled when one party attempts to engage the other in some way, or puts themselves in harm's way. I believe this allowance can be used to solve the problem presented in this thread without breaking any rules or house-ruling anything. [/QUOTE]
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How to Legally Overcome Flatfooted
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