Immediate Reactions

I'm not going to list every immediate interrupt. The Compendium is easy enough to browse through.

As I said a couple of times. If your group has no problems with it, then it isn't really a problem. Keep on truckin'. My group(s), however, would demolish the physics of time and space in its abuse ;)

Just had to laugh out loud at my first reaction, which was basically: "WHAT?! He thinks his group is better/smarter/more resourceful than mine? Outrage!"

Pretty nonsensical reaction on the whole, but it just came to me unbidden. :blush:

No doubt my group has tried to break our "non-rule" because some of them are about on the level of lordduskblade and others on the CharOp forums, if you're familiar with them. They just got bored long before they found the broken interactions, which you and I both agree are most assuredly there somewhere.

I think you might find your group would find it too much work to break on-turn immediate actions, with little gain other than to "demolish the physics of time and space." Of course, you don't seem to have a problem with the rule in the first place, so no need for you to go experimenting.
 

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I should further explain that my group consists of many of the premier/active contributors on the WotC CharOp (Herid_Fel, Kilpatds, etc... all local to me) boards as well as those who derive joy out of causing me heartache. They are not like any other group that I know of. I apologize if I came off in the wrong light. It was not my intention.
 
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There are a lot of Immediate actions that grant you something until the end of your next turn, using it on your turn would grant you that bonus for 2 turns instead of just one as intended. Others might let you do something at the end of the triggering creatures turn, like shift 3 squares. It is no longer so immediate if you trigger it on your turn 5 people go and then you get a free move.
 

Personally, I think the strongest argument against allowing immediate actions on your turn- and perhaps the reasoning behind the RAW here- is action economy.

4e explicitly tries to move away from the situation in 3e where one character acts, acts for his animal companion, acts for his summoned monsters, acts for his cohort and then, finally, an hour later, it's the next guy's turn.

That's why (typically) you have to spend the actions for your animals or conjurations to do stuff.

I think the idea is basically, "Dude, you get three actions on your turn (plus your action point). Now get over it, it's the next guy's turn."
 


There are a lot of Immediate actions that grant you something until the end of your next turn, using it on your turn would grant you that bonus for 2 turns instead of just one as intended. Others might let you do something at the end of the triggering creatures turn, like shift 3 squares. It is no longer so immediate if you trigger it on your turn 5 people go and then you get a free move.
I think that when I start DMing in general I will allow it - and decide on case by case basis for those powers that have something occur at the end of the triggering creatures turn (although right now I don't know of any powers like that).
 

I should further explain that my group consists of many of the premier/active contributors on the WotC CharOp (Herid_Fel, Kilpatds, etc... all local to me) boards as well as those who derive joy out of causing me heartache. They are not like any other group that I know of. I apologize if I came off in the wrong light. It was not my intention.

I am not an charop type myself, nor is my group. For the time being, I have trouble seeing how immediate interrupts used on your turn as opposed to being used on another creature's turn, are open to abuse.

With your experience with the group you are playing with, this concept appears clear to you. You point to the entire compendium, letting us poor non-charop folk try evaluate hundreds of powers and figure out interactions between them and how abuse can result, while you have apparently encountered this problem yourself so you probably have some specific example in your mind when you discuss this topic here. Would you be kind enough to provide a couple of specific examples so that I may understand what you are talking about?

Just to restate something here: I'm not looking to see whether immediate interrupts can be abused for extra attacks; I'm looking to understand how they can be abused on the PC's turn specifically, assuming that he would otherwise simply use them during another creature's turn.

For the time being, the only example that was given in this thread was Disruptive Strike and using that power during the PC's turn as opposed to another creature's turn is suboptimal for three reasons (additional OA by opponent, not disrupting more powerful attack by opponent, no hunter's quarry bonus).

Assuming you agree to provide examples, thanks for that! :)
 

Personally, I think the strongest argument against allowing immediate actions on your turn- and perhaps the reasoning behind the RAW here- is action economy.

Do you think it is so different to have the player use his immediate action during another creature's turn as opposed to during his own turn?

Immediate actions are limited to once per round anyway. At the end of that round, it seems to me that the player will have used up as much time whether the immediate action is consumed during his own turn or during another creature's turn.
 


Any immediate action that has a rider effect that can be induced during your turn. I won't list all of them because I shouldn't have to. Find any immediate action that has riders such as push, pull, slide, stun, daze, weaken, knock prone, or more, and it presents many more ways to lock down creatures. I'm not even worried about raw damage output.

There are 358 immediate interrupts and 296 immediate reactions in the compendium. You can sort through them and see if any of them will affect your game. You know your players better than I, thus why I have repeated that you should do what your group is having fun with.

For me, and the games I play in, sticking with the rule that you cannot use immediate actions on your turn, is a good thing and makes sense.
 

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