Love or Hate: Immediate Actions?

How do you feel about Immediate Actions?


I like them and would like to see more of them.

With that said, they seem kind of redundant with the AoO system; I'd like to see the two folded into one another somehow.
 

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Not a huge fan. They remind me too much of Magic: the Gathering. While they do have uses, and I concede that point, I generally don't like how they always came up in play:

ME: Alright, so the ogre raises his club, and brings it down upon your...
PLAYER: No he doesn't. I use an immediate action to jump ten feet away.
ME: Okay... so he takes a few steps forward...
PLAYER: He can't. He's already made his move.
ME: *sighs dramatically*
 


I DM two groups who use quite a lot of them, and we all enjoy them quite a bit. The minor mid-combat rebuttle of an immediate effect is usually met with surprise, wide-eyed coolness by the others and helps keep everyone focused on what is going on. Thumbs up.

-DM Jeff
 

Interesting idea, bad implementation. Immediate actions are pretty antithetical to a turn based combat system. They have uses in things like AoOs, but you need to either limit use as much as possible (use them only in explicity defined situations, like AoOs) or design the entire system around the concept (AoOs being one mechanism and immediate spells being another just doesn't fly). Because of this, I think they pretty much suck in 3.x, but think they might work in 4e.

I do have some problems with the base concept of them as well. To me, the whole point of a dice-based RPG is to play make believe, and let the dice settle the arguements of "I shot you first!" "No, I dodged it!" Immediate actions basically bring that arguement right back into the game. If two people try to use immediate actions at once, who gets to go first? How soon after someone starts doing something do you have to declare the immediate action to interrupt it (and what if they roll dice before you blurt out to interrupt)? We need much more refined mechanics to make these problems disappear.
 

I'm not familiar with many, there are the elan's resistance and resiliance, and I think feather fall got changed to be technically an immediate action.

I like how they help keep the elan soulknife/psychic warrior alive in my pbp game.

I seem to remember some spell compendium short duration defensive spells that granted energy resistance for a round (or maybe it was just an attack).

What are some other immediate action stuff?
 

One thing I find myself dwelling on is that you don't "do" anything to leave yourself open to a plethora of immediate actions. With attacks of opportunity, you have to take some kind of action (generally) to trigger them. They happen because you did something on your round that left you open to it, usually because you made a concious choice to do something risky. A lot of the dramatic "goals" of having the immediate actions are already well represented by readied actions instead.
 

Voadam said:
What are some other immediate action stuff?

A number of the newest ones are essentially "interrupt an attack" or "interrupt a move" or "quick jump out of the way" in nature. They are active defenses, rather than "activated passive defenses" like the ones your describing with the Elan.
 

I guess I'm neutral. I have not specifically run into a situation yet that has made me hate them but along with Swift and other types of actions, I think it's an unnessesary complication that hopefully will be sorted out in 4E.
 

I think they're a great idea in principle, but I hate how they use up your swift action for the next round. Every player I've seen (including me) always forgets.
 

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