Where is the logic in reactionary immediate actions?


Pathfinder First Edition General Discussion


I like the actions as they allow me to annoy players/DMs by interrupting their actions and stealing focus however used well
1. they annoy
2. reactionary powers are borderline precognitive and VERY metagamey.

When overt meta game shortens/ruins campaigns and steals the magic of immersent in a game world away why do you think the designers put something so starkly meta game in?

Knowing something is going to be a crit, even with your back turned or just knowing what the saving throw roll will be somehow etc

And if their pro metagame play why don't they just announce it so those self aware yet metagame players who are all about dpr/robust builds etc can stop feeling dirty?


It might be better to give specific examples of what you're talking about. The Immediate Action abilities I can think of all pertain to quick reaction, deific intervention, or just plain precognition-via-magic.


Call it what you want its still meta-game powers poorly explained.

How can you react before you know something has happened (are not looking), if you god knows = everything is fated = no free will. never mind should characters have defic or reality altering powers at low level.

ANY immediate spell, feat, spell like ability etc is basically up for it.


1 person marked this as a favorite.

Instinct, mate.


lol But that instinct beyond any uncanny dodge class ability or combat reflexes feat x 1000.


insaneogeddon wrote:


Call it what you want its still meta-game powers poorly explained.

How can you react before you know something has happened (are not looking), if you god knows = everything is fated = no free will. never mind should characters have defic or reality altering powers at low level.

ANY immediate spell, feat, spell like ability etc is basically up for it.

See, you say anything with an immediate action, but that prevents any specifics and lets us just stand here making sweeping generalizations that get us no where. Give me an example to comment on.


People make immediate actions all the time IRL. Never had to suddenly stop, dodge for cover,or do literally anything in reaction to something? Cause those are immediate actions.


1 person marked this as a favorite.
Rynjin wrote:
Instinct, mate.

Actually, "It's all in the reflexes..."


3 people marked this as a favorite.

Troll thread is troll. Wow! Such Troll! Much Flame!


No trolling. I just try to play high RP games that satisfy all players and currently having issues with the constant breaking of the 4th wall and making it seem 'in game' from oracle revelations to puny things like a bards gallant inspiration.

Just wondering if others have good ideas how to rationalize/subdue this.

If your in a game that has no immerse and so its never an issue thats a shame and not worth making assumptions for.

Seems the only solution is laugh it of as 'reflexes'.


Certain immediate actions are actually perfectly cater to reflexes. For instance, feather fall, if you had the power, is the kind of action you would take reflexively. Emergency force shield as well. Most of the immediate actions are literally the exact kind of instincts one might have in a combat situation. You've already rejected this notion so I am not sure the type of answer you're looking for besides you're right. But in real life interactions are not based on initiative-based turns; it's just a game mechanic. Certain reflexive actions are more accurate to real life than the immersion of PF without them. Now some of these immediate powers might be a bit OP, but that's a subject for a different thread.


It seems pretty metagamey that three times a day a guy can roll sulpher in bat guano and make a huge fireball, but if he does it a fourth time it just doesn't work anymore. I mean, I can jump and gravity will return me to the ground every time.

Spoiler:
Pathfinder characters are not mundane, ordinary, run of the mill humans. Even the completely non-magical ones, like fighters, are capable of clearly super human actions. The only way to accurately model a real world experience would be a human only, 1st level, no magic, all npc class game. Anything beyond that, and the rules of our reality are getting bent, immersive plot or not.


insaneogeddon wrote:
from oracle revelations to puny things like a bards gallant inspiration.

See, this is why specific examples are good. I'm entirely with you on those two items, but not, say,'feather fall.


1 person marked this as a favorite.

The types of actions find their origins in Magic: The Gathering.


The concept of action types that take so little time that they can be used effectively in response to longer actions is not remotely "metagamey". Much in any real-world melee combat - such as parrying, dodging REQUIRES split-second reactions to longer events (e.g. an opponents strike).


insaneogeddon wrote:
from oracle revelations to puny things like a bards gallant inspiration.

Gallant Inspiration is divination magic and could therefore be justified as magical precognition.

As you swing your blade, you receive a momentary glimpse of of what happens next and are able to act more efficiently.


1 person marked this as a favorite.
Ciaran Barnes wrote:
The types of actions find their origins in Magic: The Gathering.

Perhaps.

I don't have any issue with immediate powers that *counter* an effect {as long as they are priced appropriately} - it's powers that step in after the fact and say 'nahhh, let's do this' that are aggravating.

Lantern Lodge

Each character has their Deity give them inspiration.

Deity 1: "Oh no, he's about to miss his attack..."
Deity 2:"Why don't you tell him to do something else, like a jump attack instead?"
Deity 1:"OH! Good idea!"

-sends revelation-
Deity 1:"YEAH! Thats what I'm talking about, direct hit! Man, role playing as a mere mortals, using actual mortals as my miniature, can be scary sometimes!"

RPG Superstar 2008 Top 32

2 people marked this as a favorite.

Real life doesn't have a turn order.


insaneogeddon wrote:
No trolling. I just try to play high RP games that satisfy all players and currently having issues with the constant breaking of the 4th wall and making it seem 'in game' from oracle revelations to puny things like a bards gallant inspiration.

If you're having an issue where game mechanics are consistently at odds with your story, then you probably have one of two problems.

1. Pathfinder/3.X isn't the system for you. There's nothing wrong with that, if it's the case. It's a very complex, and pretty gamey system for many people. At times, it can make it very hard to write a story for, especially when you don't like to openly talk about game mechanics. I enjoy the system, and I still run into trouble with finding ways to motivate a Druid to going on adventures.

If this is the problem, consider talking to your players about some house rules to make the system more to your liking. See where your players are on the problem and if and how they would like to address it.

2. Your drew up a story, but one for a book and not a game. In my experience, the best stories told in games are ones where the story goes hand in hand with the mechanics of the game. If you're having issues where a villain/NPCs actions are completely thwarted by an immediate action, then that's more an example of a character not acting properly for the game than a failure of the game.

If this is the problem, then you may need to go back to the drawing board with your story. Maybe have a look at adventure paths and see how they tell their stories.


1 person marked this as a favorite.
Scythia wrote:

It seems pretty metagamey that three times a day a guy can roll sulpher in bat guano and make a huge fireball, but if he does it a fourth time it just doesn't work anymore. I mean, I can jump and gravity will return me to the ground every time.

** spoiler omitted **

Actually when a wizard prepares a spell in the morning he's preforming 99% of a lengthily, complex ritual and leaving that last 1% left undone for when he needs the effect to occur. It's not so much that he doesn't know how to cast that spell again, it's that he isn't prepared to do so.

RPG Superstar Season 9 Top 16

What about attacks of opportunity then?

Immediate actions are a fun way to stay involved while waiting for your turn. I wish there were more, as I find some characters have too much to use their swift/immediate for, while others never use that action at all.


1 person marked this as a favorite.

Keep in mind that all these 6s turns are happening in parallel, not in sequence. So while you're taking your full-attack in a given turn, at the same time the person who's turn comes after yours is already acting. In essence, you're full-attacking him while he's full-attacking you, exchanging blows; not one sitting there and waiting patiently because he has to puff on his asthma inhaler. What the Immediate action is, essentially, is a way to say that, on your already resolved turn, "Oh yeah, btw, I also did <whatever> in that 6s interval." You didn't know you did it because you didn't know what it was responding to until a subsequent turn was resolved.


No. It's just a different aspect of that immediate 6 second period. Certain actions are either magical or natural reflexive responses. Much like attacks of opportunity. There are many intervals in battle where extra turns or actions are taken, and in some cases immediate spells in response to certain actions or attacks in response to opportunity are perfectly logical parts of a battle sequence.


How can immediate actions be metagamey when the entire combat system is a meta game construct that entirely breaks the 4th wall?


Kazaan wrote:
Keep in mind that all these 6s turns are happening in parallel, not in sequence. So while you're taking your full-attack in a given turn, at the same time the person who's turn comes after yours is already acting. In essence, you're full-attacking him while he's full-attacking you, exchanging blows; not one sitting there and waiting patiently because he has to puff on his asthma inhaler. What the Immediate action is, essentially, is a way to say that, on your already resolved turn, "Oh yeah, btw, I also did <whatever> in that 6s interval." You didn't know you did it because you didn't know what it was responding to until a subsequent turn was resolved.

That almost makes sense. After all 1 round is always 6 seconds regardless of the number of characters participating in it. Unfortunately, it also completely fails to work as a description of PF time in combat because we know that things are in sequence.

Not only is there a turn order, but if a character is killed they are removed from that turn order before the round is over. AKA: If the round order is Fighter, Wizard, Rogue, Monster 1, Monster 2, and the Rogue kills Monster 2, Monster 2 never gets a turn, and his attacks never happen. To put it another way, the Fighter wouldn't get the benefit of a haste spell the wizard cast on his action because he goes before the wizard. Clearly then, PF time in combat is in sequence.

Also because the same events can happen every round in the same order, time during combat is also cyclical. Pathfinder Time: Parallel, Linear, and Cyclical all at the same time.


Remember, it's not a simulation. There are, necessarily, going to be abstractions. But the basic idea is that, when I charge on my turn and then the Orc that was nearby charges me in my new location, he didn't wait for me to run the whole distance to my target before he began charging. He was hot on my heels. When it comes to the Rogue killing Monster 2, that was because his initiative let him get the jump on Monster 2. In the case of the spell, it takes most of the turn for the Wizard to cast the spell and he had a slight delay in starting to boot because the Fighter started acting while the Wizard was still warming up the magic mojo.


Never had issues with reactionary defense (putting up a instant stone wall/feather fall) its the dice re-roll or alters that do it.

In parallel/no real turn order as above says ignores other things but I like where it was going.. almost sorted.

Divine intervention (godly mothering) is not something most players like and should probably beget some causal other effects (controls on behavior etc).

Silver Crusade

Kazaan wrote:
Keep in mind that all these 6s turns are happening in parallel, not in sequence. So while you're taking your full-attack in a given turn, at the same time the person who's turn comes after yours is already acting.

Nope this is not true.

The rules wrote:

When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions.

Characters act in order, counting down from the highest result to the lowest.

Nothing says actions are simultaneous.

Dark Archive

Well, sweeping someone's punch aside when they try to jaw-jack you IRL would be an immediate action, translated into game mechanics. Calling immediate actions metagamey is pretty much the equivalent of saying that we, as human beings, can metagame real life. Seems like the proverbial bucket has a few holes in it. Fact is, even a white belt in any form of martial arts worth its salt will have instinct enough to try and avoid a hit, and if chance permits, move to drop their aggressor on the follow through.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.
noretoc wrote:
Kazaan wrote:
Keep in mind that all these 6s turns are happening in parallel, not in sequence. So while you're taking your full-attack in a given turn, at the same time the person who's turn comes after yours is already acting.

Nope this is not true.

The rules wrote:

When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions.

Characters act in order, counting down from the highest result to the lowest.
Nothing says actions are simultaneous.

A round is six seconds. Turns don't get longer or shorter depending on the number of combatants.

Mechanically speaking, you're right. Things need a clear cut order, so you take turns.

Narratively, there has to be some simultaneity or you can't have 10 creatures all taking six seconds of action in six seconds. Just combatants with higher initiative are a fraction of a second faster, so their actions count more. And immediate actions are a way of asserting that simultaneity for things that just don't work otherwise. Feather fall would be pretty crappy if you couldn't use it in response to being shoved off a cliff.

Is this weird sometimes? Damn right. Just like hit points are. But a 'realistic' simultaneous game would be difficult to play. It's a game first.


I don't know about the specifics that are bothering you. I do know, that when I'm driving, if something suddenly appears in the road, I don't decide to do an emergency stop, I find I have done one without thinking about it at all. And that's a good thing. Some things are reflex.


It's not precognitive to be faster than someone, even when they started acting first. Read Bruce Lee's principle of an "intercepting fist."

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Where is the logic in reactionary immediate actions? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion