Ze Groupe wrote:
Gang up or flank attack bonuses?
Well, I'll tell you how I play, but it opens up a can of worms. I grew up playing D&D with no miniatures or battle mat. Don't ask me why but it was like 10+ years into my gaming experience before I even became aware of battle mats. And my group just never used minis. So that's how I play DCC RPG. Using that environment, there ceases to be a clear delineation of flanking...you really need a grid to tell if someone is flanked or not. So I just ignore any kind of bonus for flanking.
Now, all that said, I've since discovered that while I consider "no battle mat" to be old-school, there are plenty of old-school gamers who actually use battle mats. Go figure! So I can see why people would ask this.
So let me guess: you play with a battle mat?

Ze Groupe wrote:
What happens on ties in initiative?
Highest Agility goes first is how I've been playing. I guess I should say this somewhere in the rules.

Ze Groupe wrote:
Is initiative re-rolled each round or just kept throughout the combat?
Kept for the whole combat.
Ze Groupe wrote:
Can players go on hold? If so, what happens?
I've tried to simplify initiative quite a bit to avoid complexity, so I deliberately didn't address this in the rules. It can open up a lot of questions about delaying, holding actions, etc. I allow very simple delays -- i.e., "I go on the count of 16 but I will hold my action to move at the end of the round because I want to see what other people are doing." I try to avoid getting more complex than that.