The Ready action and attacks of opportunity pretty well cover any needed exceptions to resolving your own actions only on your turn.
The Ready Action works "pretty well", but it doesn't work as good as it should.
Case in point: You're a thief, burgling a house. The town watch is outside, banging on the door for you to come out. You grab the princess and stick your dagger to her throat and then walk out in front of the watch.
"If you make a move, I'll kill her."
In effect, what you're doing here is using a Move action then a Ready action, each round. If anybody moves, you'll stick the princess.
Now that the rules will let you do that is how they work "pretty well". In the old days, we use to have to wing that type of scenario and then go into combat rounds later. With 3E and the Ready Action, we can play out that scenario inside of a combat.
Where the rules fail, in my opinion, is that the thief has to be specific about when he will stick the princess. It should be "anytime the thief wants to". But, what it is, is "by whatever ever trigger the player comes up with."
What can a player say that will be the best trigger?
And, what about the constantly changing conditions of combat?
Maybe the thief initially thinks he'll stick her if the guards come close, but, a little later in the same turn, the thief sees an ally he didn't know was there. So, he decides to stick her and throw her at the guards, then take off for the ally he saw in hopes of getting away.
This is my point. The trigger for the Ready Action needs to be slippery--not specific.
This is why I think the game is better served if the player describes what will be triggered rather than what will trigger it. For example, the thief up above will stick the princess with his dagger. That's the action he's readying. He can't whip out his bow and fire at a guard because he's got his dagger out with the point to the princess.
And, if he's got the point to her neck, with only a standard action left, then he can't run this round, either. That will beging next round.
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