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General Tabletop Discussion
*Dungeons & Dragons
Adjudicating Readied Actions
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<blockquote data-quote="Gizzard" data-source="post: 86578" data-attributes="member: 527"><p>The same situation came up in our game this weekend; but from the opposite perspective:</p><p></p><p>I take one move to go around a corner into an unexplored room. I see humanoid enemies there, too far away to engage so I ready an action to punch (I am a monk) anyone who comes up to me. I stand my ground on Initiative 17.</p><p></p><p>Next round, on Initiative 18, the enemies release their "pet" from a cage outside the range of my light. (The pet is a big, dangerous animal; just the sort of thing that a monk should not go toe-to-toe with.) It charges me. So what should happen?</p><p></p><p>At first I rolled a single attack (the readied attack, "before" Init 18) and then adjusted my Initiative to 18 immediately rolled a flurry of blows. I got 3 attacks in on the pet before he could swing back. The DM and many of the players (including me) were a bit nervous about that precedent. We discussed it and temporarily house ruled it that I could not get more than my maximum number of attacks in a single round.</p><p></p><p>The problem with that idea is that I get one "readied" swing at the pet and then I essentially lose the next round of action by not getting to attack him again. (Or fight defensively or run behind one of the fighters and whimper like a schoolgirl. Whatever is most appropriate for a squishy monk.) So, it seems, the readied action allows you to have either a little too much power or a lot too little. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> </p><p></p><p>We considered house ruling it so that the readied action expires at the end of the round, but that seemed contrary to the spirit also.</p></blockquote><p></p>
[QUOTE="Gizzard, post: 86578, member: 527"] The same situation came up in our game this weekend; but from the opposite perspective: I take one move to go around a corner into an unexplored room. I see humanoid enemies there, too far away to engage so I ready an action to punch (I am a monk) anyone who comes up to me. I stand my ground on Initiative 17. Next round, on Initiative 18, the enemies release their "pet" from a cage outside the range of my light. (The pet is a big, dangerous animal; just the sort of thing that a monk should not go toe-to-toe with.) It charges me. So what should happen? At first I rolled a single attack (the readied attack, "before" Init 18) and then adjusted my Initiative to 18 immediately rolled a flurry of blows. I got 3 attacks in on the pet before he could swing back. The DM and many of the players (including me) were a bit nervous about that precedent. We discussed it and temporarily house ruled it that I could not get more than my maximum number of attacks in a single round. The problem with that idea is that I get one "readied" swing at the pet and then I essentially lose the next round of action by not getting to attack him again. (Or fight defensively or run behind one of the fighters and whimper like a schoolgirl. Whatever is most appropriate for a squishy monk.) So, it seems, the readied action allows you to have either a little too much power or a lot too little. :-) We considered house ruling it so that the readied action expires at the end of the round, but that seemed contrary to the spirit also. [/QUOTE]
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