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<blockquote data-quote="pneumatik" data-source="post: 5618856" data-attributes="member: 21087"><p>Between a ready and a reaction, I think PCs can do anything. Essentially they can delay their standard action an arbitrary amount of time after they take their move. At least, I can't see any type of (non-restricted) standard action a PC can't take.</p><p></p><p>Game-mechanically I'd be worried about this slowing down the game. I think it would make it harder to close into melee because reactions make eliminate the risk of a readied action to attack an opponent when they close with you goes away. Instead you pick a reaction. If someone closes to melee with you, you react by attacking them. If something better comes up to react to, you react to that. I've read that concerns over slowing down combat too much is one of the reasons why the designers make you provoke an AoO when you move away from an enemy instead of when you approach them.</p><p></p><p>More generally, I've found it more helpful to think of combat as cyclical, not simultaneous. I think it's a more gamist than a simultaneous-action interpretation, but I think it really fits the rules better as they're written. With the cyclical interpretation there's no concern that the game doesn't model the simultaneity well, because there's no simultaneity to model. I'm not saying your view is wrong or bad, it's just that I don't see the same problem you do.</p></blockquote><p></p>
[QUOTE="pneumatik, post: 5618856, member: 21087"] Between a ready and a reaction, I think PCs can do anything. Essentially they can delay their standard action an arbitrary amount of time after they take their move. At least, I can't see any type of (non-restricted) standard action a PC can't take. Game-mechanically I'd be worried about this slowing down the game. I think it would make it harder to close into melee because reactions make eliminate the risk of a readied action to attack an opponent when they close with you goes away. Instead you pick a reaction. If someone closes to melee with you, you react by attacking them. If something better comes up to react to, you react to that. I've read that concerns over slowing down combat too much is one of the reasons why the designers make you provoke an AoO when you move away from an enemy instead of when you approach them. More generally, I've found it more helpful to think of combat as cyclical, not simultaneous. I think it's a more gamist than a simultaneous-action interpretation, but I think it really fits the rules better as they're written. With the cyclical interpretation there's no concern that the game doesn't model the simultaneity well, because there's no simultaneity to model. I'm not saying your view is wrong or bad, it's just that I don't see the same problem you do. [/QUOTE]
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