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I kick open the door and charge into the room!
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<blockquote data-quote="Antikinesis" data-source="post: 797946" data-attributes="member: 1437"><p>Yow! Long post. Here we go...</p><p></p><p>Make the players responsible for recognizing their triggers have been met. If the player misses it, he or she should have been paying more attention.Punish foolhardy play. If your players get into a habit of this, there are countermeasures. "Oops. You realize in horror that the hostages you were trying to rescue just died a horrible, fiery death as their screams echo in your ears.... Through the smokey haze, you charge full speed into the room, and fall into [insert nasty trap of choice here]... Your "detect magic" spell shows that several of the piles of ashes were once magical in nature." You get the idea.Not exactly. Opening a door is move-equiv, so the cleric would still have an action available.If they all agree to wait on each other to "do their thing", it makes perfect sense for them to act in the order that they've prepared.He's not watching the door, he's watching the archer. He waits.The fighter will call him a bad name and wait for the shot.The archer will call him a bad name and wait for his trigger.If multiple prepared actions are triggered, take them in initiative order. The Orc just might get that javelin in before the wizard gets his guano shaped just right.I respectfully disagree.So don't allow readied actions outside of initiative order.Initiative starts when combatants are <em>aware</em> of each other. As previously mentioned, the actual initiative rolls can wait until one of the combatants decides to take an action. The rules allow (and, I would think, are intended to allow) players to make battle preparations as a team, by using prepared actions, if given time to do so (for example, by enemies waiting on the other side of a closed door).</p><p></p><p>-AK</p></blockquote><p></p>
[QUOTE="Antikinesis, post: 797946, member: 1437"] Yow! Long post. Here we go... Make the players responsible for recognizing their triggers have been met. If the player misses it, he or she should have been paying more attention.[B][/B]Punish foolhardy play. If your players get into a habit of this, there are countermeasures. "Oops. You realize in horror that the hostages you were trying to rescue just died a horrible, fiery death as their screams echo in your ears.... Through the smokey haze, you charge full speed into the room, and fall into [insert nasty trap of choice here]... Your "detect magic" spell shows that several of the piles of ashes were once magical in nature." You get the idea.[B][/B]Not exactly. Opening a door is move-equiv, so the cleric would still have an action available.[B][/B]If they all agree to wait on each other to "do their thing", it makes perfect sense for them to act in the order that they've prepared.[B][/B]He's not watching the door, he's watching the archer. He waits.[B][/B]The fighter will call him a bad name and wait for the shot.[B][/B]The archer will call him a bad name and wait for his trigger.[B][/B]If multiple prepared actions are triggered, take them in initiative order. The Orc just might get that javelin in before the wizard gets his guano shaped just right.[B][/B]I respectfully disagree.[B][/B]So don't allow readied actions outside of initiative order.[B][/B]Initiative starts when combatants are [I]aware[/I] of each other. As previously mentioned, the actual initiative rolls can wait until one of the combatants decides to take an action. The rules allow (and, I would think, are intended to allow) players to make battle preparations as a team, by using prepared actions, if given time to do so (for example, by enemies waiting on the other side of a closed door). -AK [/QUOTE]
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