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Legal Ready action triggers and order of resolution
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<blockquote data-quote="UngeheuerLich" data-source="post: 6906413" data-attributes="member: 59057"><p>I will decide on a case by case basis. Tries to cast a spell? How do you know? Arcana check? Depending on success you may be fast enough to act before the mage finishes it. Better trigger may be. When he starts wiggling his hands. I would allow the mage to use deception to hide his movements maybe.</p><p></p><p>Many rules are serving you better if you try to imagine how the situation looks like in your mind and don't think in game terms.</p><p>In the rogue case you can decide how far away the cover is and if it is very close it might be as simple as a dexterity contest. Or again deception to create a distraction and then the rogue gets away automatically or has advantage on the dex check.</p><p>That is the strength of RPGs. You create a story. Your characters don't just start casting a spell when a knife is on their throat. The rogue does not simply walk behind cover. It is rather like that:</p><p></p><p>The guard points with his crossbow right at your face and shouts: hold still and don't even try to do your foul magics. Drop the staff.</p><p>The mage smiles and says: ok, ok. I will lay it down on the ground.</p><p>The mage sllwly goes on the ground. Lays the staff down and subtely grabs some fine sand from the ground. (sleight of hand check).</p><p>Then the mage lets his dancing light flare up a bit and throws the sand, vocalizing his formula and the guard strats falling asleep loosing his crossbow bolt a little bit too late. (Dex contest one by the mage with a difference of only 1. So the guard gets a shot with disadvantage that misses the mage)</p><p></p><p>The rogue at gunpoint makes a step to the left and jumps to the right.</p><p>Deception check followed by acrobatics. Against insight and then against dexterity with advatage or disadvantage or neither depending on the previous result.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6906413, member: 59057"] I will decide on a case by case basis. Tries to cast a spell? How do you know? Arcana check? Depending on success you may be fast enough to act before the mage finishes it. Better trigger may be. When he starts wiggling his hands. I would allow the mage to use deception to hide his movements maybe. Many rules are serving you better if you try to imagine how the situation looks like in your mind and don't think in game terms. In the rogue case you can decide how far away the cover is and if it is very close it might be as simple as a dexterity contest. Or again deception to create a distraction and then the rogue gets away automatically or has advantage on the dex check. That is the strength of RPGs. You create a story. Your characters don't just start casting a spell when a knife is on their throat. The rogue does not simply walk behind cover. It is rather like that: The guard points with his crossbow right at your face and shouts: hold still and don't even try to do your foul magics. Drop the staff. The mage smiles and says: ok, ok. I will lay it down on the ground. The mage sllwly goes on the ground. Lays the staff down and subtely grabs some fine sand from the ground. (sleight of hand check). Then the mage lets his dancing light flare up a bit and throws the sand, vocalizing his formula and the guard strats falling asleep loosing his crossbow bolt a little bit too late. (Dex contest one by the mage with a difference of only 1. So the guard gets a shot with disadvantage that misses the mage) The rogue at gunpoint makes a step to the left and jumps to the right. Deception check followed by acrobatics. Against insight and then against dexterity with advatage or disadvantage or neither depending on the previous result. [/QUOTE]
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