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General Tabletop Discussion
*Dungeons & Dragons
Adjudicating Readied Actions
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<blockquote data-quote="IceBear" data-source="post: 86124" data-attributes="member: 1118"><p>Yeah, I know it's weird to change it from a ready action to a delay, but as Daniel pointed out it seems harsh for someone to suffer two rounds of attacks because of the timing of things.</p><p></p><p>I think I would stick with the house rule that if the readied action doesn't occur until the second MEA then it's effectively a delay. A readied action is supposed to be an interrupt, but in the example given, the character has finished all his actions for the round so there isn't anything to interrupt.</p><p></p><p>The way I see actions now is that you really don't have to declare them until you take them. So, in the case of someone getting hit 3/4 of the way into their move, I see it as occuring in their second MEA (the character has finished all his actions for the round) and thus, to prevent this two rounds of free hits, I would have the attacker's initiative fall to just after the target's. I would enforce that the character would have to continue his move as planned though - no changing his mind after the action was declared.</p><p></p><p>I know, it's not a 100% accurate idea, but it does help with the issue of someone getting attacked in the first 1/4 of their move who then uses their second MEA to get out of the line of sight whereas the same character who gets hit 3/4 of the way through their round is stuck with two rounds of attacks before he can react.</p><p></p><p>IceBear</p></blockquote><p></p>
[QUOTE="IceBear, post: 86124, member: 1118"] Yeah, I know it's weird to change it from a ready action to a delay, but as Daniel pointed out it seems harsh for someone to suffer two rounds of attacks because of the timing of things. I think I would stick with the house rule that if the readied action doesn't occur until the second MEA then it's effectively a delay. A readied action is supposed to be an interrupt, but in the example given, the character has finished all his actions for the round so there isn't anything to interrupt. The way I see actions now is that you really don't have to declare them until you take them. So, in the case of someone getting hit 3/4 of the way into their move, I see it as occuring in their second MEA (the character has finished all his actions for the round) and thus, to prevent this two rounds of free hits, I would have the attacker's initiative fall to just after the target's. I would enforce that the character would have to continue his move as planned though - no changing his mind after the action was declared. I know, it's not a 100% accurate idea, but it does help with the issue of someone getting attacked in the first 1/4 of their move who then uses their second MEA to get out of the line of sight whereas the same character who gets hit 3/4 of the way through their round is stuck with two rounds of attacks before he can react. IceBear [/QUOTE]
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