Readying actions "out of combat"

Vaxalon

First Post
I allow my characters to ready actions at any time... PC's and NPC's both. It's not 'out of combat' though...

As soon as anyone readies an action, I go to "combat time".... counting off rounds, letting people do things only on their turn, etc.

Readying the action is basically their first round action. Initiative is rolled, surprise is taken into account if necessary, and we go on. If people are just talking, then each person can say one sentence on their turn.

So I allow people to ready actions whenever they like, and I don't allow readied actions outside of combat.
 

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Just out of curiosity, how long do you allow them to keep their readied action if nothing happens? Can a character concentrate on a doorway with their arrow trained at it for 8 hours straight?

I do something similar, but if nothing happens for a while, I drop the initiative and tell them nothing seems to be happening. Also, if anyone else is around, they get the initiative roll as well, and they can easily see the "readying" as a hostile action so they can act before the ready character is actually "ready."
 
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ThirdWizard said:
Also, if anyone else is around, they get the initiative roll as well, and they can easily see the "readying" as a hostile action so they can act before the ready character is actually "ready."
that seems harsh, esp if it a spell or running or unarmed strike which is being readied. Do you allow a bluff/sense motive if the readied action is meant to be hidden?

(alternatively, do the PCs also automaticly know if an npc is readying? In one game of an old D&DG after I quit, the whole party save one (weight considerations) teleported behind a (clear) wall the opponents had put up. The enemy wizard there had been readying to teleport his whole party out the moment this happened and attack the guy left behind (how they knew someone would be left behind was another issue). There was some argument that the party wizard should have been allowed a spellcraft check if the other side was holding a spell ready to complete...)

Kahuna burger
 

The whole point of initiative is to see if you can react to something before the other guy does. Just because you are expecting the bouty hunter down the street to draw his gun doesn't mean you can draw yours faster.

Readying outside of combat is just a super-weasly way to try and get a free turn at the start of the fight. If PCs are doing it, then every orc behind every door should be doing it too.
 

Kahuna Burger said:
that seems harsh, esp if it a spell or running or unarmed strike which is being readied. Do you allow a bluff/sense motive if the readied action is meant to be hidden?

(alternatively, do the PCs also automaticly know if an npc is readying? In one game of an old D&DG after I quit, the whole party save one (weight considerations) teleported behind a (clear) wall the opponents had put up. The enemy wizard there had been readying to teleport his whole party out the moment this happened and attack the guy left behind (how they knew someone would be left behind was another issue). There was some argument that the party wizard should have been allowed a spellcraft check if the other side was holding a spell ready to complete...)

Kahuna burger
I should have clarified, yes, bluff versus sense motive is allowed if you're trying to hide your movements. This initiates a surprise round where everyone who made sense motive checks gets to act, just like normal Spot checks. If the PC who "readied" goes first, then he gets to ready his action and maybe yell out something to try and stop the confrontation. Example: PC wins initiative and readies an action to fire his bow at the enemy, saying "Drop your weapons and we'll let you live."

In your example, it depends. Were they aware of each other already (clear wall)? In that case, initiative should* be rolled off when the PC wizard began casting his spell to teleport most of his party across, and everyone could act in order of their initiative. This would allow the PCs to hinder the NPC's plans, or the NPCs to pull off their plan, so that everyone has a chance to do what they intend to do. I would have also allowed a spot check to notice that the enemy wizard was preparing to cast a spell, but I wouldn't allow a Spellcraft check to note the exact spell because he hadn't begun casting yet (sort of a compromise).

*should being my way of doing it, and not necessarily the only way or even best way for this situation to occur
 
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As for a ready outside of combat, think of it like this. The character hears thinks they hear something while sitting in their room or some such thing, and grabs their bow to point to the door if anything walks in. Nothing comes through after a few seconds, and they relax and breath normally. You see that kind of thing in movies and such all the time, so I allow it in game with a one round grace period.

I've never actually seen a readied action like this work in any games I've run, and if someone tries to just keep readying, I give them a raised eyebrow and they go back to whatever they were doing before. It serves dramatic effect, nothing more.
 
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ThirdWizard said:
As for a ready outside of combat, think of it like this. The character hears thinks they hear something while sitting in their room or some such thing, and grabs their bow to point to the door if anything walks in. Nothing comes through after a few seconds, and they relax and breath normally. You see that kind of thing in movies and such all the time, so I allow it in game with a one round grace period.

But its put the characters who have good spot skills or those with good reaction at a disadvantage against those who think to ready themselves.

IMO adventurers walking through the dungeon are always readying themselves to engage enemies should the opportunity present itself. But once an enemy appears around the next corner Spot skills and Initiative should determine who gets the drop on who, not the ready declarations.

I would give a character who explicitely readied an action in response to a specified occurence a bonus to his Spot roll, for example.
 
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ThirdWizard said:
I've never actually seen a readied action like this work in any games I've run...

because you weren't going to have the enemy enter in the next round anyway, or because you just didn't let it work?

I don't mean to be confrontational, but readied actions are one of the game mechanics which gives absolute advantage to the DM and thus in many cases the npcs. Under the standard rules, the player must tell the DM 1) that he is readying, 2) what he is readying and 3) what will trigger it. The DM on the other hand techniacally doesn't even have to tell the players that an NPC is readying. The players can never prove that the npc wouldn't have responded in a way that made their ready useless ("I ready a spell turning for his next disinigrate!" - "He casts an empowered fireball") anyway, and the DM never has to prove that the npc was really readying for that or with that.

If your players regularly try to ready based on suspicious noises (a very sensible action) I'd give it two rounds at least (how long do real world snipers 'ready' for someone to poke their head up after all) and let it work once in a while. Otherwise, it gives the possible impression of playing against the PCs. While I wouldn't accuse you of actually doing so on so little info, even the apearance of that behavior can lead to bad feelings in a group.

oh, and
The character hears thinks they hear something while sitting in their room or some such thing, and grabs their bow to point to the door if anything walks in. Nothing comes through after a few seconds, and they relax and breath normally. You see that kind of thing in movies and such all the time, so I allow it in game with a one round grace period.

you also see it WORK in movies and such... to say that making a listen check against some one sneaking up on you is only for dramitic purpose and will never allow you to actually counter the ambush is pretty harsh, IMO.

Kahuna burger
 

Ah, but my way you can't arbitrarily ready actions (well you can, but it does no good). There would have to be a clue.

For example, they make a listen check and hear someone's footsteps padding behind them. They turn, and ready an action to attack anyone who comes out from an alleyway (both rolling initiative).

Think of it like a pseudo-surprise round, if the enemy gives you a chance to act, even if you don't know he's there, then he's effectively given you a surprise round. The one round rule is simply there to keep PCs from doing the ol', "I ready an action to attack whatever comes through the door" routine.
 

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