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Declaring Immediate Interrupts
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<blockquote data-quote="Sanzuo" data-source="post: 5007127" data-attributes="member: 66180"><p>Edit: I'm wrong - But see below.</p><p></p><p>I think your DM is kind of making a dick move by adhering to that so stringently. The flow of combat goes by pretty quickly and there's a lot of crap going on. It can be kind daunting to keep track of everything your character is capable of, especially at higher levels. For the purposes of immediate actions I give my players a little bit of a buffer to call out if they're going to use them or not. I give them until the end of the current turn (not round) to call out their immediate actions. After the turn, it's too late and we're moving on to the next turn. It encourages players to use their abilities and keeps combat moving at a relatively good pace.</p><p></p><p>For example:</p><p></p><p>The players are riveted by the combat that's going on, they are battling a solo and several of his lackies. Suddenly one of the lackies gets a lucky crit on Fred's mage in the back row, and he does enough damage to incapacitate Fred's mage.</p><p></p><p>"BUT WAIT", Greg the Warden says, "I had that guy marked and I'm standing next to him so I get an immediate interrupt to attack him with Warden's Strike."</p><p></p><p>"Ok" Sanzuo the totally awesome, manly and handsome dungeon master says; "Since the turn isn't over I'll let you make the attack."</p><p></p><p>Greg does so, and does enough damage to kill the lacky. Sanzuo tells Fred to forget about the damage on his mage and they move on.</p><p></p><p>If, in the same example, Greg waited until much later in the round or even next round when Fred failed his death save to announce he missed the chance to make his attack, I would have said "Sorry, please remember sooner!"</p></blockquote><p></p>
[QUOTE="Sanzuo, post: 5007127, member: 66180"] Edit: I'm wrong - But see below. I think your DM is kind of making a dick move by adhering to that so stringently. The flow of combat goes by pretty quickly and there's a lot of crap going on. It can be kind daunting to keep track of everything your character is capable of, especially at higher levels. For the purposes of immediate actions I give my players a little bit of a buffer to call out if they're going to use them or not. I give them until the end of the current turn (not round) to call out their immediate actions. After the turn, it's too late and we're moving on to the next turn. It encourages players to use their abilities and keeps combat moving at a relatively good pace. For example: The players are riveted by the combat that's going on, they are battling a solo and several of his lackies. Suddenly one of the lackies gets a lucky crit on Fred's mage in the back row, and he does enough damage to incapacitate Fred's mage. "BUT WAIT", Greg the Warden says, "I had that guy marked and I'm standing next to him so I get an immediate interrupt to attack him with Warden's Strike." "Ok" Sanzuo the totally awesome, manly and handsome dungeon master says; "Since the turn isn't over I'll let you make the attack." Greg does so, and does enough damage to kill the lacky. Sanzuo tells Fred to forget about the damage on his mage and they move on. If, in the same example, Greg waited until much later in the round or even next round when Fred failed his death save to announce he missed the chance to make his attack, I would have said "Sorry, please remember sooner!" [/QUOTE]
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