How specific does a readied action have to be?

TheEvil

Explorer
The question has probably come up before: How specific does a readied action have to be? If you are readied to attack any foe that comes within reach, would a two-weapon fighter have to declare which weapon they were going to use? Does a caster readying to cast a spell have to say which spell it is? Do you have to say whether or not you are going to take a 5' step, presuming you qualify?

The PHB is not real descriptive on the matter, but what little there is makes me think the answer to all these questions is Yes.
 

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Peter Gibbons said:
See DMG, pp. 25-26.

The DMG says it should be pretty specific. Personally, I favor much more flexible Ready actions; it enhances realism.

"To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."


I let there be a little bit of flexibility in the conditions:

"if any foe approaches within 5 feet, I attack with my sword"

You do not have to specify which foe.


If the conditions are questionable or vague, I allow for Spot, Listen or other types of rolls:

"If any foe comes through the door, I shoot my arrow at it"

If an ally comes through the door, on this one, if you make your Spot roll, you do not shoot. If you miss your Spot roll, you did not recognize him quickly enough to not shoot at him.


"If any foe casts a spell, I shoot my arrow at it"

If an enemy starts casting a spell without somatic components fairly far away (30+ feet), if you make your Listen roll, you shoot. If you miss your Listen roll, you did not notice him casting in order to shoot at him.


But, it is not automatic. You do not always notice everything around you.


With regard to the action, those I require as specific. You must state which spell you are casting, you must specify that you are tripping as opposed to doing a normal attack with your Spiked Chain, your must specify how much you are Power Attacking, etc.
 

KarinsDad said:
With regard to the action, those I require as specific. You must state which spell you are casting, you must specify that you are tripping as opposed to doing a normal attack with your Spiked Chain, your must specify how much you are Power Attacking, etc.
This is how I rule it as well.

"If he casts a spell, I hit him with a Lightning Bolt" is all right.
"If an enemy comes within 5 feet of me, I attack him with my longsword" is all right.

"If he casts a spell, I cast a spell" is no good.
"If an enemy comes within 5 feet of me, I respond with a combat maneuver" doesn't cut it.

If a player wants to keep all his options open, he can Delay. This gives him the opportunity to do whatever he likes, later in the combat round. He loses the opportunity to actually interrupt a foe's action, though, which is what the Readied Action's restrictions are buying you.
 

"To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action."
Table: Actions in Combat
Standard Action
Attack (melee)
Attack (ranged)
Attack (unarmed)
Activate a magic item other than a potion or oil
Aid another
Bull rush
Cast a spell (1 standard action casting time)
Concentrate to maintain an active spell
Dismiss a spell
Draw a hidden weapon (see Sleight of Hand skill)
Drink a potion or apply an oil
Escape a grapple
Feint
Light a torch with a tindertwig
Lower spell resistance
Make a dying friend stable (see Heal skill)
Overrun
Read a scroll
Ready (triggers a standard action)
Sunder a weapon (attack)
Sunder an object (attack)
Total defense
Turn or rebuke undead
Use extraordinary ability
Use skill that takes 1 action
Use spell-like ability
Use supernatural ability
Move Action
Move
Control a frightened mount
Direct or redirect an active spell
Draw a weapon4
Load a hand crossbow or light crossbow
Open or close a door
Mount a horse or dismount
Move a heavy object
Pick up an item
Sheathe a weapon
Stand up from prone
Ready or loose a shield4
Retrieve a stored item
Full-Round Action
Full attack
Charge5
Deliver coup de grace
Escape from a net
Extinguish flames
Light a torch
Load a heavy or repeating crossbow
Lock or unlock weapon in locked gauntlet
Prepare to throw splash weapon
Run
Use skill that takes 1 round
Use touch spell on up to six friends
Withdraw
Free Action
Cast a quickened spell
Cease concentration on a spell
Drop an item
Drop to the floor
Prepare spell components to cast a spell6
Speak
No Action
Delay
5-foot step
Action Type Varies
Disarm
Grapple
Trip an opponent
Use feat

Maybe you have not to specify the spell to be cast in advance but you have to specify the "trigger" as for the contingency spell.
For me it's good to say:"if a creature comes through the door I cast a spell"; trigger: creature coming through the door; action: cast a spell.
 

I think the best way to rule Ready fairly enough and smoothly, is to remember that the characters are like people, and see if it makes sense for you to ready that action in the specific situation.

With spells and magic it is more complicated because there's no real-life counterpart, so it's impossible to say how "fast" could one choose a spell to cast, but al least other circumstances should be easy to agree upon with your group.
 

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