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<blockquote data-quote="Lyxen" data-source="post: 8384801" data-attributes="member: 7032025"><p>I think they tried to keep things simple, but like stealth (to which it's partially linked), it's an area with so many edge cases that it probably has to be specific rulings in many cases.</p><p></p><p></p><p></p><p>I use the same reasoning here.</p><p></p><p></p><p></p><p>Indeed.</p><p></p><p></p><p></p><p>This is exactly the way I reason as well, it's the right way to synchronise, and for me the cherry on the cake is that it rewards players who actually plan for their ambush in a coordinated manner, while at the same time allowing it for their adversaries if the PCs are not careful.</p><p></p><p></p><p></p><p>Yes, I think that's one of the beauties of the readied actions if they are used properly, they need to be specific, and because they need to be based on something perceivable by the character, it avoids a lot of shenanigans and metagaming about triggering them on technical game elements like "when it's his turn" or "when initiative is rolled".</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8384801, member: 7032025"] I think they tried to keep things simple, but like stealth (to which it's partially linked), it's an area with so many edge cases that it probably has to be specific rulings in many cases. I use the same reasoning here. Indeed. This is exactly the way I reason as well, it's the right way to synchronise, and for me the cherry on the cake is that it rewards players who actually plan for their ambush in a coordinated manner, while at the same time allowing it for their adversaries if the PCs are not careful. Yes, I think that's one of the beauties of the readied actions if they are used properly, they need to be specific, and because they need to be based on something perceivable by the character, it avoids a lot of shenanigans and metagaming about triggering them on technical game elements like "when it's his turn" or "when initiative is rolled". [/QUOTE]
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