touché.The character in our example is a Fighter, who uses his Immediate Action for his Combat Challenge attack.
touché.The character in our example is a Fighter, who uses his Immediate Action for his Combat Challenge attack.
And you'd be rightly so.
You should never debate or change rules when you're playing.
What a good DM (who shares my opinion) would do, is change the rules either before the session (if he has read this thread) or afterwards (if he's introduced to the trick by someone like you).
If, on the other hand, what you really wanted to say was "As a player, I'd be pretty annoyed if the DM doesn't let me use any and all perfectly legal bits of work" then you have apparently never heard about house rules.
CapnZapp said:What I mean by this is that I don't particularly care for the argument that players are somehow entitled to everything in the official books, just because they brought them along.
I don't know you, but perhaps you would say "if I don't get to use this particular trick, I don't want to play in your campaign". If you did, I could respect that.
What I don't respect is when players argue it isn't the DM who's in charge.
Basically, your response does not carry much weight, unless, of course, you are talking about the "changing rules in the middle of play" aspect only, in which case I totally agree.
It's one orc raider acting in the middle of the other orc raider's turn, triggering off his ally's action of movement. Just like the fighter acts in the middle of the warlord's turn, triggering off his ally's action of attacking.
You're applying the term 'enemy' more broadly than the rules do. You refer to the warlord deciding what the trigger for the action is, rather than what's actually happening - the fighter declares what the trigger is, choosing 'the warlord attacks'. You're contradicting what happens to a character's place in the initiative order after he uses a Readied action.
-Hyp.
An excellent choice of comparison!I see where you coming from. When the whole group has a similar play style a 'gentlemen's agreement' like that not only works, it hardly even need be articulated. My group, for instance, never abused 3.0 haste. It was just to obvious to be fun to abuse.
Sure, if a player realized this trick even before choosing class, then there would be a moment of frustration.OTOH, if your group has more a mix of play styles, you could really frustrate a player who likes the tactical and cooperative aspects of play, and picked the warlord for that very reason.
The DMG contains an example of an orc raider using a Ready action triggered off an ally's action.
DMG p38: Individual monsters can delay and ready actions just like other monsters, so it's possible you'll end up with the two orc raiders acting at different times by the time the encounter is over. Monsters can also ready within their turn without shifting their place in the initiative order. For example, the orc raiders can both move into a flanking position and then both attack with combat advantage. Technically, the first one to move would have to ready its attack until the other one moved into position, but it all works out the same in the end.
-Hyp.
We sure have different viewpoints, don't we, Hyp?
I am running a 4E game right now, thank you very much.If you're talking about house rules in your game, then obviously that's your perogative as DM to enforce them. We happen to disagree on their need in this case.
But I strongly disagree with the idea that banning things is going to solve anything. As a player in that game, I'd end up wondering what is and isn't going to get banned because it's "too complicated". The reason I bring this up is that I would suggest that you talk to your players about this sort of situation now (assuming you are actually DMing a 4e game) so that they are aware.
My worried response that you're abitrarily banning things because you think they're too complicated (regardless of whether or not the players are fine with it?) doesn't hold much weight? Well, I agree it holds no more weight than anyone else's opinion, but this idea that "players aren't entitled to everything in the official books" would make me run a mile from your game, frankly.
The cornerstone of RPG's is being able to rely on the core books, surely? Flavour changes, decisions on races that are and aren't available, or changes to powers - I can completely understand all of that. But changing a basic part of the game (the Ready Action) because you think it's too complicated because of a single example would make me wonder what other rules are going to get changed mid-campaign.
I do wonder, again, if you are actually running a 4e game or whether all of these rules discussions you participate in are purely theoretical for you?
In all your examples, and in the rules in the books, the readied action happens BEFORE the attack that would trigger it. It's as an immediate interrupt.
The issue is that the bonus does not apply until after the Warlord swings. It's a condition executed as a result of said swing.
DMG p38: Individual monsters can delay and ready actions just like other monsters, so it's possible you'll end up with the two orc raiders acting at different times by the time the encounter is over. Monsters can also ready within their turn without shifting their place in the initiative order. For example, the orc raiders can both move into a flanking position and then both attack with combat advantage. Technically, the first one to move would have to ready its attack until the other one moved into position, but it all works out the same in the end.
I think the disconnect comes from the fact that the fighter is basically just delaying - he wants to go after the warlord to get the bonus. But a quirk in the readying rules (that your next turn is right before whoever triggered your ready action) makes that action superior to delaying (the fighter gets to act twice with the bonus instead of once) for no particular reason. So it's a minor exploit, IMO, and possibly makes delay pointless (except to delay until after the monsters go, so that you can ready an action right before the warlord's turn, to ensure that the warlord doesn't get incapacitated in the meantime).