Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
Old-school dungeon crawl using 5e playtest rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 6239382" data-attributes="member: 1465"><p>Our confusion may be because of different ways to see what a "round" is.</p><p></p><p>Not sure, but I think you are thinking of ROUND = starts with the turn of the highest-init creature, ends after the turn of the lowest-init creature.</p><p></p><p>The others are thinking of ROUND = one interval between any 2 consecutive turns of the same creature (provided it doesn't change init) OR starts at any init number, ends at the same init number next time. Sort of a "moving window".</p><p></p><p>The problem is, the designers themselves get confused all the time, some of them think in the 1st way, others in the 2nd.</p><p></p><p>The text under Combat -> The combat sequence -> The round, seems to support your view, but the <strong>Ready an Action</strong> mechanic is <strong><u>IMHO</u></strong> clearly meant to work for cyclic initiative. It makes little sense that the lowest-init character cannot ready any action, which would be the result of the 1st interpreretation.</p><p></p><p>With the 2nd interpretation (which I'm using) you don't really get 2 action per rounds. More precisely, you <em>do</em> get 2 actions in "round 5" if you seen rounds your way, but you still get as many attacks as everyone else during the battle, which is what matters, because you delayed the first attack.</p><p></p><p>In some cases, readying has an edge. Ours was such case, because they just happened to be lucky that the first foe entering the inner cave was immediately before them in initiative term (but clearly, it could have been Aeiyan and they would not have any benefit). However, the price they paid was that they actually wasted a lot of turns, when they were waiting for the trigger, while they could have attacked. </p><p></p><p></p><p></p><p>This is actually not explicitly mentioned in the current packet.</p><p></p><p>It would make sense that while readying you cannot take other reactions. </p><p></p><p>However, it would also make sense that you could, but in that case obviously you lose the readied action because you're taking another reaction and you can only take one per turn.</p><p></p><p></p><p></p><p></p><p></p><p>Both of view propose an original view, which IIRC leads to the same conclusions as mine, but it's a bit gamist and thus more complicated <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I just see "Readying" as a mechanic very much grounded in <em>narrative</em>: it represents someone waiting/delaying a little bit.</p><p></p><p>Note that currently the rules are restrictive about what actions you can delay: "attack, grapple, hustle, knock down, or use an item". It sounds like a specific list, and doesn't include spells (although some spells can be cast as reactions, therefore IMO here the rules should be more explicit).</p><p></p><p>Anyway, the Ready an Action rule clearly doesn't want to allow you anything more than you could normally do in the course of one "moving window" round, i.e. 1 action + 1 move + 1 reaction. Actually, it lets you do <em>less</em>, because technically the Readying itself costs your action and your attack costs your reaction (you can still move before Readying), while if you attack normally at your init, you still have your reaction for later.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6239382, member: 1465"] Our confusion may be because of different ways to see what a "round" is. Not sure, but I think you are thinking of ROUND = starts with the turn of the highest-init creature, ends after the turn of the lowest-init creature. The others are thinking of ROUND = one interval between any 2 consecutive turns of the same creature (provided it doesn't change init) OR starts at any init number, ends at the same init number next time. Sort of a "moving window". The problem is, the designers themselves get confused all the time, some of them think in the 1st way, others in the 2nd. The text under Combat -> The combat sequence -> The round, seems to support your view, but the [B]Ready an Action[/B] mechanic is [B][U]IMHO[/U][/B] clearly meant to work for cyclic initiative. It makes little sense that the lowest-init character cannot ready any action, which would be the result of the 1st interpreretation. With the 2nd interpretation (which I'm using) you don't really get 2 action per rounds. More precisely, you [I]do[/I] get 2 actions in "round 5" if you seen rounds your way, but you still get as many attacks as everyone else during the battle, which is what matters, because you delayed the first attack. In some cases, readying has an edge. Ours was such case, because they just happened to be lucky that the first foe entering the inner cave was immediately before them in initiative term (but clearly, it could have been Aeiyan and they would not have any benefit). However, the price they paid was that they actually wasted a lot of turns, when they were waiting for the trigger, while they could have attacked. This is actually not explicitly mentioned in the current packet. It would make sense that while readying you cannot take other reactions. However, it would also make sense that you could, but in that case obviously you lose the readied action because you're taking another reaction and you can only take one per turn. Both of view propose an original view, which IIRC leads to the same conclusions as mine, but it's a bit gamist and thus more complicated :) I just see "Readying" as a mechanic very much grounded in [I]narrative[/I]: it represents someone waiting/delaying a little bit. Note that currently the rules are restrictive about what actions you can delay: "attack, grapple, hustle, knock down, or use an item". It sounds like a specific list, and doesn't include spells (although some spells can be cast as reactions, therefore IMO here the rules should be more explicit). Anyway, the Ready an Action rule clearly doesn't want to allow you anything more than you could normally do in the course of one "moving window" round, i.e. 1 action + 1 move + 1 reaction. Actually, it lets you do [I]less[/I], because technically the Readying itself costs your action and your attack costs your reaction (you can still move before Readying), while if you attack normally at your init, you still have your reaction for later. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Old-school dungeon crawl using 5e playtest rules
Top