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<blockquote data-quote="Zanticor" data-source="post: 4523587" data-attributes="member: 65408"><p>I´ve got a very silly question that me and my players have been arguing about for almost four years now. I converted from the AD&D system which said inititive was not so important since everything is supposed to work at the same time. Back in the old days you would kill the monsters and they might stab you back afther dieing because the round had not ended. This of course gave headaches but also some brillant Shakespearean drama were the evil guy delivered a long speech with his dieing breath and lob of your head before expiring. I stoped dooing this in 3.5 but always ruled that a 3.5 full round action takes six sexonds and thus does not happen before your next turn starts. This always bummed out my druid to no end because a full round casting time for a natures ally is sure to be interrupted and "<em>can attack immediately</em>" loses its meaning if it is after the enemy has had his turn. In the same way it turns sorcerer meta magic into something pointless and spells like sleep and enlarge person become a pain.</p><p>If you don´t agree with my rulling I´m very interested in your rulling. The SRD is quite clear to me:</p><p></p><p></p><p></p><p>Now how does this work with a charge? When should I apply the damage? At the start of your next turn? Were are you standing in between? Can the charger and the charged person kill each other in the same round, even without the set for a charge action? I hope this is a silly question that someone can dispell with a wave of mouse (and a link). Anyone else with full round problems or is it just me?</p><p></p><p>Zanticor</p><p><a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions" target="_blank">http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions</a></p></blockquote><p></p>
[QUOTE="Zanticor, post: 4523587, member: 65408"] I´ve got a very silly question that me and my players have been arguing about for almost four years now. I converted from the AD&D system which said inititive was not so important since everything is supposed to work at the same time. Back in the old days you would kill the monsters and they might stab you back afther dieing because the round had not ended. This of course gave headaches but also some brillant Shakespearean drama were the evil guy delivered a long speech with his dieing breath and lob of your head before expiring. I stoped dooing this in 3.5 but always ruled that a 3.5 full round action takes six sexonds and thus does not happen before your next turn starts. This always bummed out my druid to no end because a full round casting time for a natures ally is sure to be interrupted and "[I]can attack immediately[/I]" loses its meaning if it is after the enemy has had his turn. In the same way it turns sorcerer meta magic into something pointless and spells like sleep and enlarge person become a pain. If you don´t agree with my rulling I´m very interested in your rulling. The SRD is quite clear to me: Now how does this work with a charge? When should I apply the damage? At the start of your next turn? Were are you standing in between? Can the charger and the charged person kill each other in the same round, even without the set for a charge action? I hope this is a silly question that someone can dispell with a wave of mouse (and a link). Anyone else with full round problems or is it just me? Zanticor [URL="http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions"][/URL] [/QUOTE]
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