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<blockquote data-quote="fba827" data-source="post: 5598316" data-attributes="member: 807"><p>I have seen those situations come up before too.</p><p></p><p>It's a rule not discussed in detail anywhere I am aware of. Having said that, some benefits for not allowing immediates on your own turn that I can think of (<u>mind you, i fully admit that none of these are insurmountable either</u>)</p><p></p><p>1) not allowing immediate on your own turn does simply things ever so SLIGHTLY during your turn.</p><p>By that I mean, look at all the action types you can take on your turn (standard, move, minor, free, no, traits, auras, effects, etc). So taking immediate out of that list does simply things ever so slightly in terms of what you as a player have to consider.</p><p></p><p>2) The things you can do "off turn" is already short enough. If you used your immediate action on your own turn, you have a very limited set of no actions/free actions that can be used off turn (since an immediate can only be used once per round).</p><p>I don't know about you, but I know some players who have short attention spans. Knowing that they still have an immediate action they can take does keep them a <em>little</em> more focused on what's going on even when it's not their turn...otherwise, they end up not paying as much attention and then when their turn comes up again I'd have to explain things (or not explain things only to watch them do something "stupid" that they would have known had they paid more attention)</p><p></p><p></p><p>3) Not allowing it helps circumvent a couple very odd <u>corner cases</u>.</p><p>Example: You are charging, but provoke an OA during the charge. Suddenly you use an immediate interrupt vs the OA. But that immediate action has now just teleported/repositioned you. How does that interact with the remainder of your "charge" movement and targeting that you started earlier in your turn?</p><p></p><p></p><p>Having said all that, I recognize that there isn't a situation that couldn't be addressed as long as your group/table is all on board and is open to it. So I wouldn't see anything game breaking if you didn't use that rule.</p><p></p><p><span style="font-size: 9px">Disclaimer: This is all just personal opinion based on what I have seen in my own experiences, yada yada yada...</span></p></blockquote><p></p>
[QUOTE="fba827, post: 5598316, member: 807"] I have seen those situations come up before too. It's a rule not discussed in detail anywhere I am aware of. Having said that, some benefits for not allowing immediates on your own turn that I can think of ([U]mind you, i fully admit that none of these are insurmountable either[/U]) 1) not allowing immediate on your own turn does simply things ever so SLIGHTLY during your turn. By that I mean, look at all the action types you can take on your turn (standard, move, minor, free, no, traits, auras, effects, etc). So taking immediate out of that list does simply things ever so slightly in terms of what you as a player have to consider. 2) The things you can do "off turn" is already short enough. If you used your immediate action on your own turn, you have a very limited set of no actions/free actions that can be used off turn (since an immediate can only be used once per round). I don't know about you, but I know some players who have short attention spans. Knowing that they still have an immediate action they can take does keep them a [I]little[/I] more focused on what's going on even when it's not their turn...otherwise, they end up not paying as much attention and then when their turn comes up again I'd have to explain things (or not explain things only to watch them do something "stupid" that they would have known had they paid more attention) 3) Not allowing it helps circumvent a couple very odd [U]corner cases[/U]. Example: You are charging, but provoke an OA during the charge. Suddenly you use an immediate interrupt vs the OA. But that immediate action has now just teleported/repositioned you. How does that interact with the remainder of your "charge" movement and targeting that you started earlier in your turn? Having said all that, I recognize that there isn't a situation that couldn't be addressed as long as your group/table is all on board and is open to it. So I wouldn't see anything game breaking if you didn't use that rule. [SIZE="1"]Disclaimer: This is all just personal opinion based on what I have seen in my own experiences, yada yada yada...[/SIZE] [/QUOTE]
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