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[5E] Interrupting a Spellcaster via Ready Action
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7573491" data-attributes="member: 15882"><p>[MENTION=6788736]Flamestrike[/MENTION] I agree. The trigger might not have anything to do with an action, so the whole 'waiting for an action' argument is irrelevant. The trigger could be, "when anyone says the word 'Orange'". As soon as that happens, your action would trigger immediately, regardless of what action is taking place in the battle.</p><p></p><p></p><p></p><p></p><p></p><p>Actually, Eldritch Knights, who can summon their swords back to their hands so their magic items can't be disarmed, really. </p><p></p><p>I've never played in a game where magic items were impossible to disarm. That's an interesting choice for a campaign. Nor have I played in the strange campaign setting you are describing. But I HAVE played with readied actions that interrupt actions and I know from experience, even in my low magic games, and know first-hand that the crazy, exaggerated scenarios you described don't happen. So, you question your experiences and whether you are wrong and I can tell from the false assumptions you make of how it will destroy the game and force everyone to play monks that you haven't actually tried playing it that way in 5e.</p><p></p><p>I guess I just find your reading of the ready action to be very rigid. I would find it too constraining to player's intentions and ability to tell the story they want or do actions that, to the people at the table, make sense. Obviously, you don't and you think it's great. In any case, I think I've made my case clearly enough so no need to go any further.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7573491, member: 15882"] [MENTION=6788736]Flamestrike[/MENTION] I agree. The trigger might not have anything to do with an action, so the whole 'waiting for an action' argument is irrelevant. The trigger could be, "when anyone says the word 'Orange'". As soon as that happens, your action would trigger immediately, regardless of what action is taking place in the battle. Actually, Eldritch Knights, who can summon their swords back to their hands so their magic items can't be disarmed, really. I've never played in a game where magic items were impossible to disarm. That's an interesting choice for a campaign. Nor have I played in the strange campaign setting you are describing. But I HAVE played with readied actions that interrupt actions and I know from experience, even in my low magic games, and know first-hand that the crazy, exaggerated scenarios you described don't happen. So, you question your experiences and whether you are wrong and I can tell from the false assumptions you make of how it will destroy the game and force everyone to play monks that you haven't actually tried playing it that way in 5e. I guess I just find your reading of the ready action to be very rigid. I would find it too constraining to player's intentions and ability to tell the story they want or do actions that, to the people at the table, make sense. Obviously, you don't and you think it's great. In any case, I think I've made my case clearly enough so no need to go any further. [/QUOTE]
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