kanithardm
First Post
Caliban said:or so that monsters don't just sit in the room with readied actions to attack the first PC they see.
Well I'm not entirely sure monsters cant(*cough cough*) do that
Caliban said:or so that monsters don't just sit in the room with readied actions to attack the first PC they see.
That's the key to understanding how broken (meaning unplayable) it can be. Think of when (for example) a sole 5th level wizard (evoker, Int 16, so 3 3rd-level spells) catches your party asleep (out in the open or in your rooms, whatever). He readies to toss fireball (arguably no save while asleep), and then on the 'second' surprise round drops another fireball. Then, with improved initiative and buffed with cat's grace, he wins initiative and drops a third fireball. All before the party can act. This will likely kill even a large party. Sure, two fireballs can kill a lot of people (if you take out the 'second' surprise round), but it's sure a lot better than three.Hussar said:However, thinking about it, I do see what you are talking about. If I can ready an action to move through the door when it's open, why not ready an action to toss in a spell, then use the surprise round to toss a second spell. Ok, I'll buy that. That makes sense. I actually hadn't thought of that.
Denaes said:Also I was being a bit over generalistic in my post. I was taking the assumption that it was just someone at home relaxed. There are other situations as well, like guards playing cards, a security guard at a bank, etc. Non of them are at the ready unless their boss is around, they have reason to believe something is up or they're actively searching/doing something.
Hussar said:Like was said, there's no mechanical way to guarantee the second standard action. By the rules, I have to gamble that the bad guys react slower than my initiative and I can get my full action in before their initiative count. Odysseus has the right of it.
Storm Raven said:Combat is a gamble. There are no guarantees. Creating house rules to guarantee something that should be, almost by definition, uncertain, seems to be counterproductive.
Odysseus said:Just curious , why do you feel the need to move into the room? Why not fight from the doorway? As long as you can see the enemy, you can shoot them. Plus they can only come at you one at a time through the doorway.
Keep in mind that this guarantees the party to act at a higher initiative than the enemy. So, they'll not only get the surprise round, they'll get a full round action before the opponents does anything at all.Primitive Screwhead said:Group gathers at door and overhears enemy.
{Start Initiative}
Players can stack, using delays, and enter when they are prepared to do so.
Enemy are treated as if they join in combat when they become aware of the group.
Initiative continues as normal.
This means that the Ambushers can get a planned set of actions off prior to the enemy reacting...but there is no 'surprise round'. Most of the enemy will have to burn some of thier first actions preparing for battle.
Wrong. You do not roll initiative until both sides have become aware of each other.Primitive Screwhead said:Here is how I see this working in the rules.. and how I use it in my game
Group gathers at door and overhears enemy.
{Start Initiative}
Players can stack, using delays, and enter when they are prepared to do so.
Enemy are treated as if they join in combat when they become aware of the group.
Initiative continues as normal.
This means that the Ambushers can get a planned set of actions off prior to the enemy reacting...but there is no 'surprise round'. Most of the enemy will have to burn some of thier first actions preparing for battle.
Of course, this works in reverse as well... very well
Technically it is per RAW, as the 'start of combat' is left up to the GM.