Spatzimaus said:
It's been more or less covered already, so here are my votes:
1> If you're aware of the other side and are expecting combat, you're not flatfooted no matter how badly you roll for Initiative.
2> Since you knew combat was going to be likely and that the bad guys were preparing readied actions, everyone should have rolled initiative already. Now yes, you might see a lot of people delaying until the fighting starts (so everyone goes at the same initiative), so as DM you might want to say that starting with the second round of combat everyone goes back to the normal initiative order. That way, all the reflexive "if the bad guy attacks I'll fire my bow" actions happen at the same time, but then it devolves into the usual fray.
Or, be more specific about what kind of Delay you can declare. Don't let the PCs get away with something as generic as "if they do anything I attack". Force them to make it absolute ("If the bodyguard to the left casts a spell I'll shoot him with my bow") so that there's a good chance it won't be triggered. Specific target, specific trigger action, specific counteraction.
To your 1, that's not really viable or even realistic. Even if we're standing toe to toe, both hands inching toward our sword hilts during a tense negotiation, *somebody* is going to get the drop on the other person. And until your guard is up and you're in your fighting stance, you're flat-footed. That's what flat-footed *is*.
Ever play Hands? It's that game where I hold my hands palm up, and you place your hands palm down over mine, and I try to slap the tops of your hands and you try to jerk your hands away before I can slap them. Well, you know my attack is coming. But it still comes down to a matter of Initiative.
The problem with your point #2 is that combat takes forever, as everyone stipulates precise "ready" actions and people argue over whether the wording was precise enough. Then once combat actually starts, everyone has to remember what the readied actions were and whether what actually happens is close enough to their readied action definitions to trigger a response. Ugh. Not fun.
Anyway, here's what the thread originator said:
Lately I've become quite dissatisfied with the way 3E handles the first round of combat. While the system works well whenever there is an element of surprise (the surprise round is an excellent idea), it don't handle encounters where all involved expect combat very well.
The most annoying thing is the "blanket of confusion" that hits the battlefield when an encounter goes into combat rounds. Everybody freezes (and most become flatfooted) until their initiative, something that is quite unlike real life.
Actually, the flat-footed thing is exactly what happens in real life. Think back to real world combat experience if you have it (even if it's just fights in high school), otherwise look at combat accounts or even movies. Until the fight starts, the fight hasn't started.
Look at the end of The Good, The Bad, and the Ugly. Those three guys knew a fight was coming, but Blondie was quicker on the draw. In D&D terms, that'd be:
DM: You three square off, all slowly reaching for your guns.
Angel Eyes: I pull my gun and fire!
DM: Hang on there, that means that combat's starting. Everyone roll initiative. [combat starts]
Angel Eyes: 17!
Blondie: 18! I draw and fire!
DM: Okay, you hit. Angel Eyes, you're dead.
You could run that encounter another way, and say that combat starts when the three square off. Then they all delay, all the way until they can't delay any more. At that point, someone has to act--in this case Angel Eyes drawing his gun. Too bad Blondie has a higher initiative bonus and gets to go first.
From the SRD:
"If two or more delaying combatants both want to act on the same initiative count, the one with the highest bonus gets to go first."
Or you could run it a third way: Blondie gets the initiative, and Readies an action to shoot Angel Eyes if Angel Eyes draws his gun. When Angel Eyes' turn comes up and he draws, Blondie draws and fires (he has Quickdraw). Blam.
Here's the situation from the thread originator:
Consider the example where an Evil Bad Guy (EBG) confronts the PCs for a parley. He is a frail, but well-prepared gentleman, and has snipers on the roof with bows trained on the PCs, some bodyguards for close protection, and a wizard on hand with standing orders to teleport him away if anything violent occurs. But negotiations break down, and hell breaks loose as the PCs charge the EBG.
If the encounter already is into combat rounds the setup works perfectly (for the EBG), as the snipers, bodyguards and the wizard have readied actions, and the PCs are filled with arrows while the EBG teleports away.
But if we do this as the start of combat, the system works quite differently. Both sides definitely expect trouble, thus nobody is surprised. Then everybody roll initiative, and waits for their turn. If the EBG and his minions win initiative they ready actions, and everything works as above.
But if the PCs win initiative, they charge the EBG, and probably take him out while the snipers, bodyguards and wizard scratch their head wondering what happened
So if the PCs are quick they're able to charge before the guards can react. What's the problem with that? It's a fair roll. And if a PC is unusually fast (12+ Dex) or has a knack for getting the drop on people in a fight (Improved Initiative), well, that's why he's a hero.
Again I'll refer to the Hands game. I know you're about to slap my hands. I'm ready for it. The instant I see your hands so much as twitch, I'm planning on yanking my hands away. Yet you smack my hands. How can this be? Well, hey, you're just faster--in D&D terms, you won the initiative roll. Tough luck for me.
If you EBG wants the parley to go his way, he should hire dextrous archers with Improved Initiative. He should stand behind his bodyguards, so no one can charge him (charges must be in a straight line). He should stand a good distance away--farther than a single Move can cover. He should get his mage to use his protective spells, instead of just standing there waiting for something to happen.
If the EBG is dumb enough to hire slow guards and leave himself open to a charge, he deserves what he gets.
-z
PS: If you want, you could run the encounter as being "in combat" at the start of the parley. Then have all your guards do Ready actions to shoot the party if they attack the EBG's group. But then, your PCs could Ready actions to attack the EBG if negotiations fail. And it's a mess.
So, much better to just rely on good ol' Initiative.