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<blockquote data-quote="Matt James" data-source="post: 5599215" data-attributes="member: 82885"><p>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.</p><p></p><p>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.</p><p></p><p>For me, and the games I play in, sticking with the <em>rule</em> that you cannot use immediate actions on your turn, is a good thing and makes sense.</p></blockquote><p></p>
[QUOTE="Matt James, post: 5599215, member: 82885"] 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 [I]rule[/I] that you cannot use immediate actions on your turn, is a good thing and makes sense. [/QUOTE]
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