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<blockquote data-quote="tetrasodium" data-source="post: 9277524" data-attributes="member: 93670"><p>They don't actually need to go in. Nearly every class can snipe it from the door & move awayby walking through one of their allies. This has been covered</p><p>[spoiler]</p><h3>Moving Around Other Creatures</h3><p><u>You <em>can</em> move through a nonhostile creature's space</u>. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.</p><p></p><p>Whether a creature is a friend or an enemy, you can't willingly end your move in its space.</p><p></p><p>If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.</p><p>[URL unfurl="true"]https://www.dndbeyond.com/sources/basic-rules/combat#MovingAroundOtherCreatures[/URL]</p><p>[/spoiler]</p><p></p><p>Your readied action doesn't work too well either</p><p>[spoiler]</p><p>Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.</p><p></p><p>First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."</p><p></p><p>When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.</p><p></p><p>When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the <a href="https://www.dndbeyond.com/spells/web" target="_blank">web</a> spell and ready <a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a>, your <a href="https://www.dndbeyond.com/spells/web" target="_blank">web</a> spell ends, and if you take damage before you release <a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a> with your reaction, your concentration might be broken.</p><p>[URL unfurl="true"]https://www.dndbeyond.com/sources/basic-rules/combat#Ready[/URL]</p><p>[/spoiler]</p><p>Of course it does not matter even if the Slaad does that because the PCs can just send in someone else first if the Slaad manages to actually injure someone meaningfully. Sure the slaad could ready an action to only attack Bob, but that kinda tactical choice only works until the party starts throwing in things like <a href="https://www.dndbeyond.com/spells/shocking-grasp" target="_blank">shocking grasp</a> or any number of other reaction blocking abilities into their default combat rotation</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9277524, member: 93670"] They don't actually need to go in. Nearly every class can snipe it from the door & move awayby walking through one of their allies. This has been covered [spoiler] [HEADING=2]Moving Around Other Creatures[/HEADING] [U]You [I]can[/I] move through a nonhostile creature's space[/U]. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you. Whether a creature is a friend or an enemy, you can't willingly end your move in its space. If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section. [URL unfurl="true"]https://www.dndbeyond.com/sources/basic-rules/combat#MovingAroundOtherCreatures[/URL] [/spoiler] Your readied action doesn't work too well either [spoiler] Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the [URL='https://www.dndbeyond.com/spells/web']web[/URL] spell and ready [URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL], your [URL='https://www.dndbeyond.com/spells/web']web[/URL] spell ends, and if you take damage before you release [URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL] with your reaction, your concentration might be broken. [URL unfurl="true"]https://www.dndbeyond.com/sources/basic-rules/combat#Ready[/URL] [/spoiler] Of course it does not matter even if the Slaad does that because the PCs can just send in someone else first if the Slaad manages to actually injure someone meaningfully. Sure the slaad could ready an action to only attack Bob, but that kinda tactical choice only works until the party starts throwing in things like [URL='https://www.dndbeyond.com/spells/shocking-grasp']shocking grasp[/URL] or any number of other reaction blocking abilities into their default combat rotation [/QUOTE]
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