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Sticky: Ready an Action FAQ
4 years ago  ::  May 28, 2009 - 8:38PM #51
mvincent
Date Joined: Jun 15, 2004
Posts: 8,283

Brother Glacius wrote:

that allows PC's to wait until a negative effect is over, and then perform an action without penalty.


Yup. That trick appears to be legit (but it's not completely without drawbacks). The DM can have creatures do this too though... it's even more useful for bbeg's than it is for PC's (since solo's can make their saves more reliably).

I haven't used the trick yet as a PC, but I've certainly had my opponents do it... seemed pretty reasonable.

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4 years ago  ::  May 29, 2009 - 12:08PM #52
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,249

mvincent wrote:

Yup. That trick appears to be legit (but it's not completely without drawbacks). The DM can have creatures do this too though... it's even more useful for bbeg's than it is for PC's (since solo's can make their saves more reliably).

I haven't used the trick yet as a PC, but I've certainly had my opponents do it... seemed pretty reasonable.


Yeah, this is just one of those things. You CAN escape from certain effects by using a readied action, and there are times when the cost is practically nonexistent. Like if some monster goes right after you do and it is basically a certainty it will swing at you or something and that whatever hit it makes is not going to put some bad condition on you.

The general answer is it is something you can do and it is a legitimate tactic. It won't come up too often. Personally my approach has been to NOT do it with monsters. If the players start doing it, then the monsters may too. Usually the players won't resort to that on their own, at least the ones at my table. But then again they still don't always seem quite sure about flanking even after playing for 9 months or more.

That is not dead which may eternal lie
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4 years ago  ::  Jun 18, 2009 - 11:36AM #53
quigonkeen
Date Joined: Jun 18, 2009
Posts: 1

gwydion9 wrote:

[FONT="Arial Black"][SIZE="4"]

5. What is the difference between readying an action and delaying your turn?

Delaying your turn delays your entire turn until later in the round. Readying an action allows you to set up a specific action to happen later, contingent on a trigger condition. Both of them change your place in the initiative order.


I have a clarifying question. This may be an oversight on my end. I just noticed in delay it mentions the "Round" which I think is in reference to initiative order? I might need some clarification around that. My question is if I ready an action on my initiative order "7" to wait for a monster that will trigger in the next combat round (initiative order "23") do I wait with my readied action "through the round" so to speak, or do I lose my standard action because the triggering action/event did not happen by the end of the round.

I am also assuming this applies to delay actions too. If I have a low initiative am I able to delay into the next round?

Is into the next round even a legitimate statement?

- Quigonkeen

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4 years ago  ::  Jun 18, 2009 - 11:46AM #54
mvincent
Date Joined: Jun 15, 2004
Posts: 8,283

quigonkeen wrote:

if I ready an action on my initiative order "7" to wait for a monster that will trigger in the next combat round (initiative order "23") do I wait with my readied action "through the round" so to speak, or do I lose my standard action because the triggering action/event did not happen by the end of the round.


The former. The term 'round' most often means a span of time from one initiative count to the next time that initiative count comes up.

For almost all purposes, there is no relevance to the end of the initiative counts or the restarting of the next count of initiatives.

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4 years ago  ::  Jun 22, 2009 - 3:47PM #55
Falgrum
Date Joined: Jan 31, 2009
Posts: 6
Even though it is not RAW, my group uses the same rules for ending your turn listed under delaying when someone readies an action. Basically, benefical things end when you ready the action. Harmful things end after you act. This makes the most sense to avoid exploiting loopholes.
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4 years ago  ::  Jun 26, 2009 - 3:51AM #56
PinkRose
Date Joined: Nov 15, 2008
Posts: 941
Now you've all confused me.
Can a rogue ready an action to attack once an ally has moved into flanking position since it isn't an enemy?
Viva La "what ever version of D&D you are playing right now!"
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4 years ago  ::  Jun 26, 2009 - 9:20AM #57
mvincent
Date Joined: Jun 15, 2004
Posts: 8,283

PinkRose wrote:

Can a rogue ready an action to attack once an ally has moved into flanking


Yes. Definitely.

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4 years ago  ::  Jul 05, 2009 - 8:02PM #58
LinkN
  • Core Coliseum Elder
Date Joined: May 2, 2001
Posts: 1,953
Personal house-rules for readied actions:

-The trigger has to be something that the character can perceive. "When that Orc starts his turn" doesn't count. "After that Orc moves" does. (Extension: You also cannot say a readied action will trigger "after X finishes his movement" and knock that character "out of position" with a push/pull/slide effect; that character can continue moving after the forced movement as long as it has movement points remaining.) Beyond that, any action or event can be responded to.
-A character's turn ends as soon as the next character's turn starts, and everything that happens at the end of that character's turn (saves, etc) happen immediately. Note that this is different from delaying a turn, but as you only get one action and only in response to a specific trigger, it's generally less powerful than delaying.
-These rules apply to both players and monsters. Whether a monster is smart enough to take the best course of action, however, will vary.
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4 years ago  ::  Jul 11, 2009 - 1:24AM #59
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,517
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Yan
Montréal, Canada
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4 years ago  ::  Jul 18, 2009 - 12:01PM #60
dimonic
Date Joined: Feb 19, 2003
Posts: 366

mvincent wrote:

Yup. That trick appears to be legit (but it's not completely without drawbacks). The DM can have creatures do this too though... it's even more useful for bbeg's than it is for PC's (since solo's can make their saves more reliably).

I haven't used the trick yet as a PC, but I've certainly had my opponents do it... seemed pretty reasonable.


I have always ruled it that all ongoing effects take place at the original time in the initiative order as well as the durations of things that expire at the EoT, whereas saves to end ongoing effects etc occur at the new point in the order after the delay/ready. That way, characters gain no benefit other than the tactical one for delaying or readying, and weirdness such as delaying for death saves and conditions etc cannot happen. I was pretty sure this is how the rules are written anyway.

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