Yes, this is one of several big pushes I'm making to simplify tracking.Though it probably wouldn't have a huge effect, I don't think your proposal would improve much except for simplifying tracking- but that, in itself, is a VERY worthy goal.

Yes, this is one of several big pushes I'm making to simplify tracking.Though it probably wouldn't have a huge effect, I don't think your proposal would improve much except for simplifying tracking- but that, in itself, is a VERY worthy goal.
There's a simpler fix for some of these issues. I'm told the designers forbid immediate and opportunity actions on the character's own turn to avoid characters triggering them during their own turns. As things are, the only way I see that to actually happen is via dominating powers, which probably need some clarification or fixes, depending on how you see it working. I'm in a bit of a rush now, but if that potential to chain, for example, OAs off of dominating powers is removed, it's perfectly okay to allow immediate and opportunity actions during your turn. That would make it impossible to ready actions to avoid OAs.My players don't ready actions often, so I haven't encountered this quirk to be honest. It sounds very...irritating.keterys said:Haven't seen the perfect system yet, so I can't point "Like that", but I can say that I feel that Readying should be cleaned up to remove the ability to Ready to avoid Immediates (and sometimes OAs) from a target or defender or Free action attack limits (ex: Warlord uses War Master's Assault, then AP readies a Hail of Steel) or to minimize effects of conditions, like readying a charge for as soon as your turn ends and immobilize falls off. Or to maximize "end of target's next turn" stuff so it really last two rounds by making it trigger at the start of a target's turn. Even to potentially avoid some zone, terrain, etc "end your turn in" type stuff.
This seems like a totally reasonable fix; in fact my group never even considered using triggered actions on our own turns.There's a simpler fix for some of these issues. I'm told the designers forbid immediate and opportunity actions on the character's own turn to avoid characters triggering them during their own turns.
Immediate and Opportunity actions can be used during the character's own turn, but cannot be triggered off of that same player's actions. For example, while a character can order a dominated enemy to undertake an action that would draw an Opportunity Attack on the character's own turn, that character cannot deliver that Opportunity Attack, because the player would be in control of triggering the Opportunity attack.
There's a simpler fix for some of these issues. I'm told the designers forbid immediate and opportunity actions on the character's own turn to avoid characters triggering them during their own turns. As things are, the only way I see that to actually happen is via dominating powers, which probably need some clarification or fixes, depending on how you see it working. I'm in a bit of a rush now, but if that potential to chain, for example, OAs off of dominating powers is removed, it's perfectly okay to allow immediate and opportunity actions during your turn. That would make it impossible to ready actions to avoid OAs.
Rules Compendium pg 195 said:Immediate Actions:
...Someone Else's Turn: A creature cannot take an immediate action on its own turn.
Rules Compendium pg 196 said:Opportunity Actions:
...Someone Else's Turn: A creature cannot take an opportunity action on its own turn.
keterys said:I can say that I feel that Readying should be cleaned up to remove the ability to
Ready to avoid Immediates (and sometimes OAs) from a target or defender or Free action attack limits (ex: Warlord uses War Master's Assault, then AP readies a Hail of Steel)
or to minimize effects of conditions, like readying a charge for as soon as your turn ends and immobilize falls off.
PH 288 said:End of Your Turn: You don't have a normal end of your turn. Instead, the things you do at the end of your turn happen at two separate times....
End Harmful Effects After You Act: After you return to the initiative order and take your actions, end effects that last until the end of your turn and are that are harmful to you.... You can't avoid a harmful effect by delaying it.
Yes, we agree on that. The post of mine that you quoted was addressing the objective of that rule (or at least trying to), and one possible simplification in that game design area.You already can't take immediate and opportunity actions during your turn by the RAW.
Yeah, the fact that creatures can't take OAs and immediates on their own turn is part of how you exploit things.
For example, let's say you have Defendarr who has a monster marked, and his immediate will trash the monster. The monster can ready to attack on the defender's turn, and he can't use an immediate in response.
The Jester - those are just the rules for Delaying, they do not apply to Readying. Doing so could potentially address some aspects of what I'm describing, yes.
Readying does so much fiddly stuff, and people _still_ try to use it pre-combat for situations which just fall down to "now roll initiative - no, your readied actions don't go off and their readied actions don't go off. You just roll initiative and play the game" - the basic question I have is - why can't people just delay, instead of readying?
The only real game requiring reason I can think of are flyby attacking style enemies, where you need to ready an attack for when they're briefly in range. I guess that is a real thing.