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How the hell do readied actions work!
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<blockquote data-quote="mneme" data-source="post: 4954743" data-attributes="member: 59248"><p>I think this is the essential point.</p><p></p><p>Readied actions are a general case of Immediate Reactions (Immediate Interrupts aren't usable as they were in 3 because, as mentioned, that's just too powerful, and doesn't make much sense. 3.5 had the "when she starts to cast a spell, put a wall of force in the way (not to mention the "counterspell via massive damage" trick)" approach, but that's not appropriate for 4e). As such, they can respond to anything you can describe cogently, and can respond with any specific course of action, but the thing you're responding for must be something that you can make an Immediate Reaction after.</p><p></p><p>Specifically, you check for immediate reactions after (as cogently put above) every step of movement (where a teleport counts the entire movement as one step) and after every discrete action within a power (so multi-attacks can have immediate reactions to individual pieces within them; this is important for a lot of immediate reaction powers as well as for readied actions). Resolving an action looks like this:</p><p></p><p>10 start</p><p>20 read next discrete piece of this action. If there aren't any goto 70</p><p>30 check for immediate interrupts for this piece. If they exist, resolve them</p><p>40 resolve this action</p><p>50 check for readied actions and other immediate reactions to this discrete piece. If they exist, resolve them.</p><p>60 goto 20</p><p>70 we're done</p><p></p><p>So you can ready an action on any discrete piece -- "when any object is picked up"; "when I or my ally is attacked", "when an enemy enters a square adjacent to me or an ally", etc, and your response can be anything appropriate. If you declare a readied action that doesn't happen (and keep in mind that while the enemy gets to see that you're readied if they can see you, they don't generally know -what- you readied and what you're waiting for), you don't get that standard action and you get your turn again once your initiative comes up again (nor does your initiative move).</p><p></p><p>It's actually really clear and precise--and neither under nor overpowered.</p></blockquote><p></p>
[QUOTE="mneme, post: 4954743, member: 59248"] I think this is the essential point. Readied actions are a general case of Immediate Reactions (Immediate Interrupts aren't usable as they were in 3 because, as mentioned, that's just too powerful, and doesn't make much sense. 3.5 had the "when she starts to cast a spell, put a wall of force in the way (not to mention the "counterspell via massive damage" trick)" approach, but that's not appropriate for 4e). As such, they can respond to anything you can describe cogently, and can respond with any specific course of action, but the thing you're responding for must be something that you can make an Immediate Reaction after. Specifically, you check for immediate reactions after (as cogently put above) every step of movement (where a teleport counts the entire movement as one step) and after every discrete action within a power (so multi-attacks can have immediate reactions to individual pieces within them; this is important for a lot of immediate reaction powers as well as for readied actions). Resolving an action looks like this: 10 start 20 read next discrete piece of this action. If there aren't any goto 70 30 check for immediate interrupts for this piece. If they exist, resolve them 40 resolve this action 50 check for readied actions and other immediate reactions to this discrete piece. If they exist, resolve them. 60 goto 20 70 we're done So you can ready an action on any discrete piece -- "when any object is picked up"; "when I or my ally is attacked", "when an enemy enters a square adjacent to me or an ally", etc, and your response can be anything appropriate. If you declare a readied action that doesn't happen (and keep in mind that while the enemy gets to see that you're readied if they can see you, they don't generally know -what- you readied and what you're waiting for), you don't get that standard action and you get your turn again once your initiative comes up again (nor does your initiative move). It's actually really clear and precise--and neither under nor overpowered. [/QUOTE]
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How the hell do readied actions work!
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