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Combat actions before combat?
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<blockquote data-quote="kugelkj" data-source="post: 5145821" data-attributes="member: 84988"><p>These doors are only open as far as the DM allows. To my mind, the issue at hand is action economy and resource management; specifically, the limited number of actions you can take <strong>on your turn</strong>. The issue is NOT, making sense of the "real world" and then translating that into game terms.</p><p></p><p> </p><p></p><p>sure this is "possible" for a person to before combat begins... even intelligent. But the PC doesn't know the proximity of combat. Whether the PCs are exploring a dungeon, hiking through the woods, or resting comfortably in a tavern; combat is <strong><u>always</u></strong> around the corner. </p><p></p><p></p><p></p><p>Effects that last a whole game day not withstanding, temporary hit points will only last between encounters if you don't rest between encounters... that is a decision the players must make with their limited resources in mind, i have no problem with that. I do have a problem with a PC activating a utility power that gives temp hp between encounters because it ignores the action cost to the PC.</p><p></p><p></p><p></p><p>healing power are often used during short rests, <strong>after</strong> an encounter is concluded, but the PC must conserve those powers during the preceding encounter. I also don't let my PCs take multiple short rests after an encounter to use their healing powers in an unlimited fashion.</p><p></p><p></p><p></p><p>At my table, 5 minutes is smallest increment of time that can pass outside of combat. If you do something before combat rounds begin, 5 min will always pass between the time the PC activates the power and the time when combat rounds begin... otherwise, you would have had to take the action during combat.</p><p></p><p></p><p></p><p>Not at all. Its important to distinguish what might be smart for a person to do from what actions a PC can take outside of the round structure (hat tip to Draco). From where I stand, until rounds begin, actions taken that have an effect with a duration that would last until the end of an encounter, end of a short rest, or for 5 minutes ends right before the beginning of a combat encounter.</p><p></p><p>I don't take this position to limit my players ability to control their characters, it is to simplify the transition between the narrative game mode and the encounter game mode. We don't have rules that cover this transitional phase and while it makes sense that it exists in the real world... its not reasonable to make up new rules to facilitate it. It does grate against our common sense and when I started DMing 4E, I tried to allow my players this freedom, but it slows down combat when every PC and monster has to weigh the pros/cons of taking any action before combat... and it changes the whole balance of power effect vs. action cost. </p><p></p><p>Here's an interesting example: A stealthy warlock sneaks up on a group of unsuspecting monsters ahead of his party. Can he use his warlocks curse before combat beings? Start the encounter with a cursed target, then move and curse a new target in round 1 of combat?</p></blockquote><p></p>
[QUOTE="kugelkj, post: 5145821, member: 84988"] These doors are only open as far as the DM allows. To my mind, the issue at hand is action economy and resource management; specifically, the limited number of actions you can take [B]on your turn[/B]. The issue is NOT, making sense of the "real world" and then translating that into game terms. sure this is "possible" for a person to before combat begins... even intelligent. But the PC doesn't know the proximity of combat. Whether the PCs are exploring a dungeon, hiking through the woods, or resting comfortably in a tavern; combat is [B][U]always[/U][/B] around the corner. Effects that last a whole game day not withstanding, temporary hit points will only last between encounters if you don't rest between encounters... that is a decision the players must make with their limited resources in mind, i have no problem with that. I do have a problem with a PC activating a utility power that gives temp hp between encounters because it ignores the action cost to the PC. healing power are often used during short rests, [B]after[/B] an encounter is concluded, but the PC must conserve those powers during the preceding encounter. I also don't let my PCs take multiple short rests after an encounter to use their healing powers in an unlimited fashion. At my table, 5 minutes is smallest increment of time that can pass outside of combat. If you do something before combat rounds begin, 5 min will always pass between the time the PC activates the power and the time when combat rounds begin... otherwise, you would have had to take the action during combat. Not at all. Its important to distinguish what might be smart for a person to do from what actions a PC can take outside of the round structure (hat tip to Draco). From where I stand, until rounds begin, actions taken that have an effect with a duration that would last until the end of an encounter, end of a short rest, or for 5 minutes ends right before the beginning of a combat encounter. I don't take this position to limit my players ability to control their characters, it is to simplify the transition between the narrative game mode and the encounter game mode. We don't have rules that cover this transitional phase and while it makes sense that it exists in the real world... its not reasonable to make up new rules to facilitate it. It does grate against our common sense and when I started DMing 4E, I tried to allow my players this freedom, but it slows down combat when every PC and monster has to weigh the pros/cons of taking any action before combat... and it changes the whole balance of power effect vs. action cost. Here's an interesting example: A stealthy warlock sneaks up on a group of unsuspecting monsters ahead of his party. Can he use his warlocks curse before combat beings? Start the encounter with a cursed target, then move and curse a new target in round 1 of combat? [/QUOTE]
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