Spend Standard Action, Move to take AoO, Get Reduced to 0 Zero: Still get to move?

Ways of Increasing Init. Mid. Combat

RigaMortus2 said:
No, because init is only determined at the beginning of combat. Once it is rolled and determined, the only thing that can change it is Ready and Delay.

I thought I've seen special abilities that let you increase your init. mid combat, perhaps in Black Compnay Campaign Setting? Which would imply to me that init. can be changed through thigns other than ready and delay.

I maybe wrong, though.
 

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I looked at it the other way.

If a staggered or disabled character (restricted to a standard or move action) used a standard action to cast Cure Light Wounds on himself (removing the staggered/disabled condition), would he be able to make a move action before his turn ends? I wouldn't allow it.

Taking it a step further - the staggered character uses a standard action to make a restricted Withdraw, back to the party cleric... who uses a readied action to cast Cure Light Wounds on the staggered character, removing the staggered condition. Now can the staggered character make a move action before his turn ends? I definitely wouldn't allow it :)

Now, symmetry would argue that if I don't allow the suddenly non-staggered character to take a move action, I should allow the suddenly staggered character to take a move action. The rules aren't necessarily required to display symmetry, but it's nicer when they do.

So let's say a character takes a move action, and is then disabled. Would I allow him to take a standard (or another move) action before his turn ends? I think I would... but I'd apply the half speed effect, and if the action he takes is a standard (or strenuous) action, he'll take a point of damage.

-Hyp.
 

Hype, that reminds me of the disabled character casting cure minor wounds on himself. Is he at 1 hp (because he cured minor wounds on himself) or is he back a 0 hp (1hp heal, -1 for casting a spell while disabled = back to 0hp)???
 


RigaMortus2 said:
Hype, that reminds me of the disabled character casting cure minor wounds on himself. Is he at 1 hp (because he cured minor wounds on himself) or is he back a 0 hp (1hp heal, -1 for casting a spell while disabled = back to 0hp)???

Looks like zero to me...

Again, I'd look at it the other way. Let's say we have a PC with 6 hit points, who takes a standard action (Attack) to stick a hobgoblin with a Vicious trident.

The energy backlash deals 6 damage to the PC, putting him on 0 and disabled. We don't say "Oh, and it was a standard action he took, and now he's disabled, so he takes another point of damage..."

He wasn't disabled when he took the standard action.

In your example, he was disabled when he took the standard action, so the damage applies.

-Hyp.
 

I like my woman like I like my rules: Symmetric

Hypersmurf said:
So let's say a character takes a move action, and is then disabled. Would I allow him to take a standard (or another move) action before his turn ends? I think I would... but I'd apply the half speed effect, and if the action he takes is a standard (or strenuous) action, he'll take a point of damage.

-Hyp.

Doesn't that kill the symmetry argument? Half speed..

Hypersmurf said:
Taking it a step further - the staggered character uses a standard action to make a restricted Withdraw, back to the party cleric... who uses a readied action to cast Cure Light Wounds on the staggered character, removing the staggered condition. Now can the staggered character make a move action before his turn ends? I definitely wouldn't allow it

-Hyp.

No, he doesn't gain a move action, his standard action withdraw now becomes a full action withdraw and he can end his turn having traveled a total movement of twice his speed.

Hypersmurf said:
If a staggered or disabled character (restricted to a standard or move action) used a standard action to cast Cure Light Wounds on himself (removing the staggered/disabled condition), would he be able to make a move action before his turn ends? I wouldn't allow it.
.

Yeah.. I'd feel weird about that too. This is the most convincing thing I've heard indicating my decision was wrong.
 

Hypersmurf said:
...
If a staggered or disabled character (restricted to a standard or move action) used a standard action to cast Cure Light Wounds on himself (removing the staggered/disabled condition), would he be able to make a move action before his turn ends? I wouldn't allow it.
...
-Hyp.

The latest version of the FAQs seems to disagree, FWIW:

Main 3.5 FAQ said:
If a player who is disabled performs an action that brings him or her above 0 hit points, does he get a move action as part of the same round? Or does the disabled condition apply for 1 round before he’s restored to normal actions?

Strictly speaking, going by the language in the Player’s Handbook on page 145 (“healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been reduced to 0 or fewer hit points”), you should be quite capable of taking a move action after completing a standard action that brings you above 0 hit points.
 

Interesting.

In the OP's case, I would rule that the person kept moving until unable to move (that is, started moving, got hit, and dropped dead or dying.) This is because I try to run combat with simultaneity in place. I can see equally valid handwaving arguments for little or no motion at all, because it is not the motion itself that provokes the attacks so much as the idea that in order to begin to move, an untrained character must leave some sort of opening or divide her attentions. Trained characters, of course, have things like Mobility or Tumble. So maybe she turns to move and is stabbed, or turns to move and only gets one or two steps before getting stabbed (if you don't want tactical movement, consider those to be regular steps; most normal people do not actually step in 5' increments. Thus, she'd still be in the same place tactically.)

I would allow someone who healed himself to then take a move action. The reason for that is, oddly enough, consistency: instant healing effects take place instantly and outside of the simultaneity of combat, which allows healing to raise a character's hit point total before the BBEG tosses a nuke at said character next action.
 

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