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<blockquote data-quote="argo" data-source="post: 1791757" data-attributes="member: 5752"><p>You can take a 5' step as <em>part</em> of a readied action but only if you have taken no other movement that round. So you can ready an action to attack and then 5' step in to attack (great for those pesky 5' steping wizards/archers) or attack and 5' step out (as in the above situation).</p><p></p><p>Yes the monster wiffs his attack. You are commited to your action after you trigger the readied action. Or rather I should say, you can complete your action if you are still able to and you choose to do so but you cannot change it for a different action.</p><p></p><p>This trick only works if the monster doesn't have reach, otherwise there is no way to get out of his reach without provoking AoO's. Also a character with spring attack can foil this: move in, attack, wiff because the other guy moved out, use spring attack to move up to him again. On the next round he can ready his attack/5' step combo and cause you to miss your first attack but you will still be able to 5' step and complete a full attack. In either case the monster should use its first available attack to trip or possibly grapple.</p><p></p><p>Beyond that it all depends on how smart the monster is. A dumb monster may very well fall for this trick for severall rounds and that seems perfectly OK to me: like a hunter using a pack of dogs to harry the prey while he safely kills it with a bow or spear. A smart monster will charge whoever has already attacked him that round/whoever doesn't have a readied action. If the readier is blocking for his teammates then overrun him, he must choose to either stand and take it (in which case you get to trip him) or move out of your way and let you past. Can't think of any other stunningly obvious counterattacks at the moment. I think the point of this thread is it just re-emphasises the advantages of good teamwork ganging up on somebody, the team couldn't do this if there were multiple opponents about.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="argo, post: 1791757, member: 5752"] You can take a 5' step as [i]part[/i] of a readied action but only if you have taken no other movement that round. So you can ready an action to attack and then 5' step in to attack (great for those pesky 5' steping wizards/archers) or attack and 5' step out (as in the above situation). Yes the monster wiffs his attack. You are commited to your action after you trigger the readied action. Or rather I should say, you can complete your action if you are still able to and you choose to do so but you cannot change it for a different action. This trick only works if the monster doesn't have reach, otherwise there is no way to get out of his reach without provoking AoO's. Also a character with spring attack can foil this: move in, attack, wiff because the other guy moved out, use spring attack to move up to him again. On the next round he can ready his attack/5' step combo and cause you to miss your first attack but you will still be able to 5' step and complete a full attack. In either case the monster should use its first available attack to trip or possibly grapple. Beyond that it all depends on how smart the monster is. A dumb monster may very well fall for this trick for severall rounds and that seems perfectly OK to me: like a hunter using a pack of dogs to harry the prey while he safely kills it with a bow or spear. A smart monster will charge whoever has already attacked him that round/whoever doesn't have a readied action. If the readier is blocking for his teammates then overrun him, he must choose to either stand and take it (in which case you get to trip him) or move out of your way and let you past. Can't think of any other stunningly obvious counterattacks at the moment. I think the point of this thread is it just re-emphasises the advantages of good teamwork ganging up on somebody, the team couldn't do this if there were multiple opponents about. Hope that helps. [/QUOTE]
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