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[5E] Interrupting a Spellcaster via Ready Action
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<blockquote data-quote="5ekyu" data-source="post: 7572573" data-attributes="member: 6919838"><p>Yes, you got it. For the dramatic stad-off scene you are fretting over, the Han-shoots-first errr.., ready-goes-first house rule fails to reproduce the scenes too. The drama isnt heightened if the one side only has one choice.</p><p></p><p>But, again, in 5e there is no real kill-on-demand rule either, so barring the case of the hostage happening yo be at low HP and low damage threshold vs a major frighin' high yield damage attack, the threat is minimal, not lethal - hp and three death saves and all.</p><p></p><p>So, the key is, for that case you bring up, all allowing ready-first foesvisbpass the "problem" to a different part of the ruleset. It doesnt make the scene work, it just spotlights a different issue.</p><p></p><p>Sure the GM csn eldct for GM fiat to dead for special cases, but they could do that for ready-first too ' eliminating the need for ready-first rules.</p><p></p><p>And again you laser in on spell... "always allow the spell to be faster " so let me ask for clarity, is it your notion that ready goes first is spell specific as in "ready goes before spells" or also for any action, like firing a loaded crossbow at the hostage taker?</p><p></p><p>Me, ran games for long time with ready goes first. Ran games for years with ready goes second. Ran games with simultaneous decided by a check or roll or stat. Ran games where getting the ready goes first required a different process than a ready goes second did - to get ready goes first you had to succeed at the initial "attack" at higher difficulty and then elect to "hold it" but the ready goes after did not.</p><p></p><p>None of these were better or worse, none were bulletproof just different in the things they promoted and the ones they skewed.</p><p></p><p>But, across the board, the ready often skewed scenes snd play towards niche cases more and more tied to how favorable the ready action rules got. You ran into "ready action issues" more often the more your rules let ready action advsntages.</p><p></p><p>I personally prefer the 5e RAW of ready-after because it produces fewer cases of problem- because ready is less powerful and so it is used less often. </p><p></p><p>Going back to "Make Ready Great Again" with ready-first or ready-interrupt house rules would not be a direction I would take cuz I have seen these before in play and they end up usually not "fixing the hostage knife scene" as much as they create a lot of other oddball edge Hurley burly combat exploits. </p><p></p><p>So with ready-last, these hostage drama scenes take a different form, hostage in another room with minions drop weapons or they kill hostage... etc.... a scene that doesnt spiral into the hp-death-save-vs-knife conflict.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7572573, member: 6919838"] Yes, you got it. For the dramatic stad-off scene you are fretting over, the Han-shoots-first errr.., ready-goes-first house rule fails to reproduce the scenes too. The drama isnt heightened if the one side only has one choice. But, again, in 5e there is no real kill-on-demand rule either, so barring the case of the hostage happening yo be at low HP and low damage threshold vs a major frighin' high yield damage attack, the threat is minimal, not lethal - hp and three death saves and all. So, the key is, for that case you bring up, all allowing ready-first foesvisbpass the "problem" to a different part of the ruleset. It doesnt make the scene work, it just spotlights a different issue. Sure the GM csn eldct for GM fiat to dead for special cases, but they could do that for ready-first too ' eliminating the need for ready-first rules. And again you laser in on spell... "always allow the spell to be faster " so let me ask for clarity, is it your notion that ready goes first is spell specific as in "ready goes before spells" or also for any action, like firing a loaded crossbow at the hostage taker? Me, ran games for long time with ready goes first. Ran games for years with ready goes second. Ran games with simultaneous decided by a check or roll or stat. Ran games where getting the ready goes first required a different process than a ready goes second did - to get ready goes first you had to succeed at the initial "attack" at higher difficulty and then elect to "hold it" but the ready goes after did not. None of these were better or worse, none were bulletproof just different in the things they promoted and the ones they skewed. But, across the board, the ready often skewed scenes snd play towards niche cases more and more tied to how favorable the ready action rules got. You ran into "ready action issues" more often the more your rules let ready action advsntages. I personally prefer the 5e RAW of ready-after because it produces fewer cases of problem- because ready is less powerful and so it is used less often. Going back to "Make Ready Great Again" with ready-first or ready-interrupt house rules would not be a direction I would take cuz I have seen these before in play and they end up usually not "fixing the hostage knife scene" as much as they create a lot of other oddball edge Hurley burly combat exploits. So with ready-last, these hostage drama scenes take a different form, hostage in another room with minions drop weapons or they kill hostage... etc.... a scene that doesnt spiral into the hp-death-save-vs-knife conflict. [/QUOTE]
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