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General Tabletop Discussion
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A Thought on Turn-Based Movement
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<blockquote data-quote="Sunseeker" data-source="post: 6091147"><p>Of course there is. The PC just declares that they're readying an action in case they come across a foe. Depending on the DM they may request that the PC is specific. So they may ready an action for when an <em>Orc</em> Guard appears as opposed to just any old guard, or any creature that may appear. I try to ask my players to be specific when determining the trigger for a readied action. Keep in mind that actions exist at all times in the game, even when you're not in combat, because you could at any given moment, attack something, cast a spell or what have you.</p><p></p><p></p><p>See, you're jumping ahead a bit. Having a weapon "in hand" is one thing, having it readied is another. Keep in mind that in your given situation only "they have their weapon" and "someone starts running" are satisfied. Initiative represents a lot of things, personal readiness, dexterity, battle-awareness and just plain old luck. The guard was very lucky, and he should be rewarded for his luck same way anyone else was. Sometimes this means things get worse for players, now they're detected and reinforcements are on the way to take them out. It's a risk that you take. </p><p></p><p> </p><p>If you're parlaying, it's unlikely you were expecting him to bolt, so you'd be surprised by his actions, you'd be unready for combat, so yeah, chances are he wins...by a lot, and thus successfully runs away! Good for him. Now your characters partake in an adventure to find this guy.</p><p></p><p>This is how a lot of good adventures start. Someone does something unexpected and gets away with it, because of that a group of adventurers must track them down, which might take a lot of time, and find all sorts of interesting things along the way!</p><p></p><p></p><p>I'm thinking the chance is already there. If you trust someone enough to not ready your weapon to attack them while talking with them, or at least having one of your party members do so, then you risk letting him get away when he starts to run. Like I said, it's a risk. The "chance" is covered by the ready action.</p><p></p><p>Trust me, all you have to do as a DM in such a situation is ask, right as the guy starts to run: "Since noone readied an action Joe Scaredguy runs at his full speed away from you!" From then on, your party will prepare readied actions for everything. Even for stupid things. Sometimes it will pay off, sometimes it won't. But as adventurers, part of their job is being prepared and taking precautions. If they're not being prepared and they're not taking precautions, they're going to get boned. That's just how it goes.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6091147"] Of course there is. The PC just declares that they're readying an action in case they come across a foe. Depending on the DM they may request that the PC is specific. So they may ready an action for when an [I]Orc[/I] Guard appears as opposed to just any old guard, or any creature that may appear. I try to ask my players to be specific when determining the trigger for a readied action. Keep in mind that actions exist at all times in the game, even when you're not in combat, because you could at any given moment, attack something, cast a spell or what have you. See, you're jumping ahead a bit. Having a weapon "in hand" is one thing, having it readied is another. Keep in mind that in your given situation only "they have their weapon" and "someone starts running" are satisfied. Initiative represents a lot of things, personal readiness, dexterity, battle-awareness and just plain old luck. The guard was very lucky, and he should be rewarded for his luck same way anyone else was. Sometimes this means things get worse for players, now they're detected and reinforcements are on the way to take them out. It's a risk that you take. If you're parlaying, it's unlikely you were expecting him to bolt, so you'd be surprised by his actions, you'd be unready for combat, so yeah, chances are he wins...by a lot, and thus successfully runs away! Good for him. Now your characters partake in an adventure to find this guy. This is how a lot of good adventures start. Someone does something unexpected and gets away with it, because of that a group of adventurers must track them down, which might take a lot of time, and find all sorts of interesting things along the way! I'm thinking the chance is already there. If you trust someone enough to not ready your weapon to attack them while talking with them, or at least having one of your party members do so, then you risk letting him get away when he starts to run. Like I said, it's a risk. The "chance" is covered by the ready action. Trust me, all you have to do as a DM in such a situation is ask, right as the guy starts to run: "Since noone readied an action Joe Scaredguy runs at his full speed away from you!" From then on, your party will prepare readied actions for everything. Even for stupid things. Sometimes it will pay off, sometimes it won't. But as adventurers, part of their job is being prepared and taking precautions. If they're not being prepared and they're not taking precautions, they're going to get boned. That's just how it goes. [/QUOTE]
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