Can you choose to stop your movement in mid-air?


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RangerWickett said:
Perhaps the D&D designers were all fans of Ninja Gaiden, and they wanted you to be able to air jump.

Two of my friends and I went to see Crouching Tiger, Hidden Dragon at the theater when it came out. When we left the theater, one of my friends said: "I didn't know that they had filmed this on the moon." :lol:
 

Hypersmurf said:
So if "during that person's act anything he does that affects you will affect you at the point in time where you're in mid air", and the anything-he-does is to provoke an AoO from you, your AoO occurs at the point in time where you're in mid air, right?

So higher ground bonus, or no higher ground bonus, on that AoO?

-Hyp.

I'd say no higher ground bonus, due to the inherent instability of being in the air.

Even if you aren't hanging in the air as with a levitate spell.
 

Action after readying?

From http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready

>> You can ready a standard action, a move action, or a free action. To do so, specify the
>> action you will take and the conditions under which you will take it. Then, any time before
>> your next action, you may take the readied action in response to that condition.

As written, if you ready an action, then move, then your ready is immediately annulled.
Since you have taken another action (a move action), the conditions of the ready can no
longer be met, since "any time before your next action" is past.

Also, the jump rule seems rather restrictive. Again, from
http://www.d20srd.org/srd/skills/jump.htm

>> None. A Jump check is included in your movement, so it is part of a move action. If you
>> run out of movement mid-jump, your next action (either on this turn or, if necessary, on
>> your next turn) must be a move action to complete the jump.

If you are caught in mid-jump you, unless superceded by another rule, you cannot take
*any* actions at all, except to complete your jump via another move action. Nothing,
nada, no action at all except a move. The only exceptions would have to be written in
another rule that modifies this basic one.
 

tomBitonti said:
From http://www.d20srd.org/srd/combat/specialInitiativeActions.htm#ready

>> You can ready a standard action, a move action, or a free action. To do so, specify the
>> action you will take and the conditions under which you will take it. Then, any time before
>> your next action, you may take the readied action in response to that condition.

As written, if you ready an action, then move, then your ready is immediately annulled.
Since you have taken another action (a move action), the conditions of the ready can no
longer be met, since "any time before your next action" is past.

You are doing the opposite of Hyp with his trick. He is taking this phrase "next action" non-literally (i.e. it means next turn as per other times in the text) whereas you are taking it literally.

tomBitonti said:
Also, the jump rule seems rather restrictive. Again, from
http://www.d20srd.org/srd/skills/jump.htm

>> None. A Jump check is included in your movement, so it is part of a move action. If you
>> run out of movement mid-jump, your next action (either on this turn or, if necessary, on
>> your next turn) must be a move action to complete the jump.

If you are caught in mid-jump you, unless superceded by another rule, you cannot take
*any* actions at all, except to complete your jump via another move action. Nothing,
nada, no action at all except a move. The only exceptions would have to be written in
another rule that modifies this basic one.

He is taking this phrase "either on this turn or, if necessary, on your next turn" literally (i.e. it means only on the turns, not between the turns) whereas you are taking it non-literally.


The only way Hyp's trick works is to explicitly interpret these two phrases his way. Otherwise, you could have two different rules interpretations which prevent the trick from working.
 

Do you have to jump in a straight line? How large of a surface is required for you to land on it? Can I jump between adjacent walls to climb up (I've seen people do it in real life, so it should be possible in game). Can I bounce on my enemies' heads?
 

KarinsDad said:
Actually, I do not think they wrote it so badly.

Hyp is one of the few people in the world who would find such a (sometimes literal, sometimes not literal) loophole.
If they really wanted to disallow the action Hyp is sugesting, they could easily have done so quite clearly and thouroughly, but they didn't. To me, this says that the either didn't want to disallow it, or they didn't think about it at all. Probably the latter.

That's not a criticism; they can't think of or specifically cover everything, but it does kinda scupper your argument that they didn't intend it to work.


glass.
 

glass said:
If they really wanted to disallow the action Hyp is sugesting, they could easily have done so quite clearly and thouroughly, but they didn't. To me, this says that the either didn't want to disallow it, or they didn't think about it at all. Probably the latter.

That's not a criticism; they can't think of or specifically cover everything, but it does kinda scupper your argument that they didn't intend it to work.

How? If only one person out of hundreds of thousands finds a loophole, it is obvious that the loophole is not the intention. This merely means that perfect grammar was not used. The intention is clear.

If nearly everyone can find such a loophole, then intention is debatable.
 

>> You are doing the opposite of Hyp with his trick. He is taking this phrase "next action"
>> non-literally (i.e. it means next turn as per other times in the text) whereas you are taking
>> it literally.

So, then "next action" can mean one's actual literal next action, or could mean "next initiative", that is, the characters next activation in the initiative order.

Hmm, consider:

1) Ready to cast shield if someone shoots at me.
2) Move across a doorway

If no-one shoots during your movement, but shoots on their initiative count, which is after
your move, then the readied action goes off after your movement. The events work out
*as-if* you had moved and then readied.

That is, as long as no-one interrupts your movement (or other movement equivalent action),
your readied action is effectively after that action.

I'm seeing a problem if, say, a player on the other side of the doorway was readied to
shoot "an enemy that passes by the doorway". In that case, your readied action goes
off in the middle of your move. That becomes an effective (mobile spell-caster? shot-on-
the-run?), which shouldn't be allowed.

Cinematically, this is a nice picture: A character cautiously pedels by a doorway, alert to
hidden snipers. But, moving cautiously and casting a spell, is too much to do in one round.
Even if the character has the appropriate feat, it's still too much, as extra effort is required
to move and remain alert.

I'm also seeing a problem with performing an interrupted jump following the readied action.
In this case, the readied action and the jump cannot be re-ordered.

Hmm, this would be a nice feat:

Alert Mobility: You may ready an action across a move.
Prerequisite: Shot-on-the-run or Flyby attack or Spring Attack or Mobile Spellcaster.
Concentration 8 ranks.
Benefit: You may ready an action and carry the readiness while moving.
Special: You cannot ready while jumping.

Hmm, on second thought, there seems to be a basic problem with readying as a standard
action, where you ready a standard action. This seems to be combining a general alertness
with a standard action, which is giving you a little extra activity. You are maintaining a
level of alertness while waiting for a particular event, and possibly performing a standard
action, while also having performed a move equivelent action in the same round. Waiting
for something to happen should consume a bit more time than the standard action that
is prepared.

Now, I'm a fan of readying, and think it is underused (I am beginning to dislike iterative
attacks), so I'm not really pusing this. Anyways, I've strayed a bit into house-rules-like
talk. Stopping now.
 

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