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How the hell do readied actions work!
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<blockquote data-quote="Sadrik" data-source="post: 4954874" data-attributes="member: 14506"><p>I won't even go into this new sub-phase concept.</p><p></p><p>Okay so here is how I think it works now correct me if and where I am wrong.</p><p></p><p>The ready a specific power and trigger selection portion all mostly make sense.</p><p></p><p>Next, you have two possible outcomes: trigger was tied to movement or trigger was tied to non-movement.</p><p></p><p>Resolving the trigger being tied to non-movement action is simple. Your action happens after the triggering action. Completely counter intuitive but that is it. I am not sure why you would not simply delay and then be able to select your power on the fly...</p><p></p><p>Resolving the Trigger being tied to movement is not as simple, your action happens after a move of 1 square because each square counts as a potential trigger for an immediate reaction. So when setting your movement trigger you have to define which square or squares you want to trigger your readied action. Additionally, if they do not move or move into one of your cited squares you lose your action. Another key point of confusion is if they use a movement power then you turn your readied action into an interrupt and are able to attack them before they activate their power. This is counter intuitive and seems very arbitrary in light of how all the other portions of this action work.</p><p></p><p>So things like: coming around the corner, moving within range, moving adjacent or shifting are acceptable triggers but these are not: moving away from you when you have a melee weapon, jumping behind complete cover, dropping prone, doing jumping jacks.</p><p></p><p>The movement to attack before the attacker attacks is very crude game design and seems like a very arcane way to get attacks to go off before attacks. Additionally, this makes weird cases where the player wants to shoot the enemy before they attack but to do that they have to tie it to their movement, the enemy decides not to move but still attacks with a ranged power and the readied action is lost! Conceptually what the readied action is for is to make an attack before the enemy attacks- at least that is what it is used for in many games. But not in 4e. The closet case exception of movement powers allowing the readied action to become an immediate interrupt is also poor in my opinion, it only adds to the confusion of how to adjudicate this action properly. </p><p></p><p>So there are still some unresolved issues:</p><p>Can you select more than one trigger? I heard one opinion on it so far and I would like to hear more. Some of the funkyness could be cleaned up by allowing multiple trigger actions, "If they attack or move into these defined squares I use my power."</p><p></p><p>I would like to hear some opinions on what should the play at the table be like? How should the DM approach announcing readied actions and how should the players announce them?</p><p></p><p>What are some good alternatives to this system? Simultaneous actions, interrupt actions, simply use delay, what else?</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4954874, member: 14506"] I won't even go into this new sub-phase concept. Okay so here is how I think it works now correct me if and where I am wrong. The ready a specific power and trigger selection portion all mostly make sense. Next, you have two possible outcomes: trigger was tied to movement or trigger was tied to non-movement. Resolving the trigger being tied to non-movement action is simple. Your action happens after the triggering action. Completely counter intuitive but that is it. I am not sure why you would not simply delay and then be able to select your power on the fly... Resolving the Trigger being tied to movement is not as simple, your action happens after a move of 1 square because each square counts as a potential trigger for an immediate reaction. So when setting your movement trigger you have to define which square or squares you want to trigger your readied action. Additionally, if they do not move or move into one of your cited squares you lose your action. Another key point of confusion is if they use a movement power then you turn your readied action into an interrupt and are able to attack them before they activate their power. This is counter intuitive and seems very arbitrary in light of how all the other portions of this action work. So things like: coming around the corner, moving within range, moving adjacent or shifting are acceptable triggers but these are not: moving away from you when you have a melee weapon, jumping behind complete cover, dropping prone, doing jumping jacks. The movement to attack before the attacker attacks is very crude game design and seems like a very arcane way to get attacks to go off before attacks. Additionally, this makes weird cases where the player wants to shoot the enemy before they attack but to do that they have to tie it to their movement, the enemy decides not to move but still attacks with a ranged power and the readied action is lost! Conceptually what the readied action is for is to make an attack before the enemy attacks- at least that is what it is used for in many games. But not in 4e. The closet case exception of movement powers allowing the readied action to become an immediate interrupt is also poor in my opinion, it only adds to the confusion of how to adjudicate this action properly. So there are still some unresolved issues: Can you select more than one trigger? I heard one opinion on it so far and I would like to hear more. Some of the funkyness could be cleaned up by allowing multiple trigger actions, "If they attack or move into these defined squares I use my power." I would like to hear some opinions on what should the play at the table be like? How should the DM approach announcing readied actions and how should the players announce them? What are some good alternatives to this system? Simultaneous actions, interrupt actions, simply use delay, what else? [/QUOTE]
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