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General Tabletop Discussion
*Pathfinder & Starfinder
Readying actions "out of combat"
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<blockquote data-quote="Saeviomagy" data-source="post: 1263840" data-attributes="member: 5890"><p>The first one is "resolve initiative as normal at the beginning of a fight". Combat rounds are meant to simulate simultaneous actions, remember? So the guy goes for his weapon/takes half a step forward/starts muttering and waving his hands, and everyone else reacts before or after his action completes, depending on whether he won initiative or not.</p><p></p><p>The second one is in the rules - a successful bluff check causes a target to behave how you want him to for 1 round or less. Like, for instance, not acting for a round. Alternately you could make a hide check to make your opponents unaware of you.</p><p></p><p>Simultaneous, neither interrupts. Thereafter they have the same initiative score - "If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first)"-srd</p><p></p><p>ONLY if you got to ready the action before the target took the triggering action. Out of combat, there are plenty of other things you might want to do instead.</p><p></p><p>Out of combat you don't keep track of movement in terms of move actions, looking around (search, spot and listen), making diplomacy, bluff or intimidate checks in terms of standard actions. IN combat, there are limits on what you can do in a round, and you have to make a hard decision between readying an action and doing something else.</p><p></p><p>Unless you really want to adjudicate all of the game in constant combat mode, then there has to be a difference between in combat actions and out of combat actions. Part of that difference is that readied actions don't make a lot of sense - either you have the drop on someone and you get to go first, or you don't and you risk it.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1263840, member: 5890"] The first one is "resolve initiative as normal at the beginning of a fight". Combat rounds are meant to simulate simultaneous actions, remember? So the guy goes for his weapon/takes half a step forward/starts muttering and waving his hands, and everyone else reacts before or after his action completes, depending on whether he won initiative or not. The second one is in the rules - a successful bluff check causes a target to behave how you want him to for 1 round or less. Like, for instance, not acting for a round. Alternately you could make a hide check to make your opponents unaware of you. Simultaneous, neither interrupts. Thereafter they have the same initiative score - "If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first)"-srd ONLY if you got to ready the action before the target took the triggering action. Out of combat, there are plenty of other things you might want to do instead. Out of combat you don't keep track of movement in terms of move actions, looking around (search, spot and listen), making diplomacy, bluff or intimidate checks in terms of standard actions. IN combat, there are limits on what you can do in a round, and you have to make a hard decision between readying an action and doing something else. Unless you really want to adjudicate all of the game in constant combat mode, then there has to be a difference between in combat actions and out of combat actions. Part of that difference is that readied actions don't make a lot of sense - either you have the drop on someone and you get to go first, or you don't and you risk it. [/QUOTE]
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Readying actions "out of combat"
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