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Readied actions
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<blockquote data-quote="Josep" data-source="post: 4681063" data-attributes="member: 77013"><p>The above represents a massive weakening of the readied action. Readied actions are somewhat weak because it is uncontrolled when the action will trigger, how circumstances may have changed, and whether one will actually want to take the action. For example, I've seen monsters' ready actions for flanking against a ranger only to have Yield Ground be used in response to a missed attack. Voila, the readied actions aren't so useful. Yielding turn order further weakens the action since one might as well simply either delay or find another standard action. Consider the simple case of Hero and Villain.</p><p></p><p><em>RAW</em>: It's the hero's turn. He moves, and readies an action. The villain moves, triggering an attack from the hero. The villain then attacks. The hero now has his turn again, and the hero has hopefully benefited from the readied action.</p><p></p><p><em>Proposed Change</em>: It's the hero's turn. He readies an action. The villain moves and the hero interrupts. The hero now drops in turn order after the villain, so the villain goes again. The hero has lost a standard action. </p><p></p><p>If that's confusing to see, consider the three creature case with this order: Hero (Readied), Villain, Fighter. After the villain's turn, the turn order is now Villain, Hero (just acted), Fighter. The fighter gets his turn, and then we're back to the Villain. So now the Villain gets another turn. Now despite the hero going first, he's gotten one turn and the villain has two. In the original case, the Hero gets two turns before the villain gets two.</p><p>These modifications do solve the OP's problem, I think.</p></blockquote><p></p>
[QUOTE="Josep, post: 4681063, member: 77013"] The above represents a massive weakening of the readied action. Readied actions are somewhat weak because it is uncontrolled when the action will trigger, how circumstances may have changed, and whether one will actually want to take the action. For example, I've seen monsters' ready actions for flanking against a ranger only to have Yield Ground be used in response to a missed attack. Voila, the readied actions aren't so useful. Yielding turn order further weakens the action since one might as well simply either delay or find another standard action. Consider the simple case of Hero and Villain. [I]RAW[/I]: It's the hero's turn. He moves, and readies an action. The villain moves, triggering an attack from the hero. The villain then attacks. The hero now has his turn again, and the hero has hopefully benefited from the readied action. [I]Proposed Change[/I]: It's the hero's turn. He readies an action. The villain moves and the hero interrupts. The hero now drops in turn order after the villain, so the villain goes again. The hero has lost a standard action. If that's confusing to see, consider the three creature case with this order: Hero (Readied), Villain, Fighter. After the villain's turn, the turn order is now Villain, Hero (just acted), Fighter. The fighter gets his turn, and then we're back to the Villain. So now the Villain gets another turn. Now despite the hero going first, he's gotten one turn and the villain has two. In the original case, the Hero gets two turns before the villain gets two. These modifications do solve the OP's problem, I think. [/QUOTE]
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