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Love or Hate: Immediate Actions?
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<blockquote data-quote="Stalker0" data-source="post: 3855531" data-attributes="member: 5889"><p>I love them, because they plug a hole that was in the game system.</p><p></p><p>1) They clean up mechanics that already existed. Feather fall is the classic example, we now have a single word that defines the few sentences we used before to describe mechanics like feather fall.</p><p></p><p>2) They are more elegant and efficient than readied actions. The readied action was the 1st attempt at such a system, and while it has its uses it suffers from a couple of major problems: It requires a player to give up their attack actions, making it a passive and often boring ability. Further, its often a waste of time if the required action comes about. No one in a game wants to waste their time.</p><p></p><p>Immediate actions solve both problems, but are limited enough to not become crazy.</p><p></p><p>3) They add only a slight amount of rules clutter, but add a huge array of character options. Sure, immediate actions add a bit of complication, but its really not much. If a player is used to seeing feather fall they already have a good idea of how immediate actions work. And in return, it allows WOTC to create a huge new suite of feats, spells, and powers for players to enjoy.</p><p></p><p>I think the good far outweighs the bad.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 3855531, member: 5889"] I love them, because they plug a hole that was in the game system. 1) They clean up mechanics that already existed. Feather fall is the classic example, we now have a single word that defines the few sentences we used before to describe mechanics like feather fall. 2) They are more elegant and efficient than readied actions. The readied action was the 1st attempt at such a system, and while it has its uses it suffers from a couple of major problems: It requires a player to give up their attack actions, making it a passive and often boring ability. Further, its often a waste of time if the required action comes about. No one in a game wants to waste their time. Immediate actions solve both problems, but are limited enough to not become crazy. 3) They add only a slight amount of rules clutter, but add a huge array of character options. Sure, immediate actions add a bit of complication, but its really not much. If a player is used to seeing feather fall they already have a good idea of how immediate actions work. And in return, it allows WOTC to create a huge new suite of feats, spells, and powers for players to enjoy. I think the good far outweighs the bad. [/QUOTE]
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