
Fergie |

"As if it is OUR fault that they chose a class not capable of doing everything"
~snicker!~
OK, which one of you is really Rich? Fess up!
Again, fighters don't need to be able to protect casters in most cases. It is nice to have allies running defense, but casters are just not that fragile anymore. Dashing up to the caster isn't a win for the monster in most cases. And it shouldn't be. I would also make a general point that action-denial is one of the less enjoyable things to play against.
The way to intercept creatures is to say, "If a hostile creature enters a square within 10 feet of me, I'm going to 5ft step and attack."
As for knowing if someone was reading an action, I don't know if it is official rules, but there was some mention by one of the devs that it is a sense motive vs. bluff situation. (This was brought up around the question of knowing if someone was bracing a spear vs a charge.
Speaking of which, don't people use Enlarge Person and reach weapons anymore? I find having one enlarged guy with a cowards pole can really help control the battlefield, especially if there is a little difficult terrain around. Also good for setting up flanking from a distance.

Kirth Gersen |

The way to intercept creatures is to say, "If a hostile creature enters a square within 10 feet of me, I'm going to 5ft step and attack."
That's what we've been talking about. A good DM will circumvent the rules exactly as you've quoted here in order to make the game work. Sadly, the written rules don't allow what you've cited, and a number of people would like to see that amended, rather than have to produce reams of housrules for the players up front, so that everyone knows what's possible and what isn't.

Fergie |

Fergie wrote:The way to intercept creatures is to say, "If a hostile creature enters a square within 10 feet of me, I'm going to 5ft step and attack."That's what we've been talking about. A good DM will circumvent the rules exactly as you've quoted here in order to make the game work. Sadly, the written rules don't allow what you've cited, and a number of people would like to see that amended, rather than have to produce reams of housrules for the players up front, so that everyone knows what's possible and what isn't.
Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

Kirth Gersen |

You can ready a standard action, a move action, a swift action, or a free action
Sorry, I understood you to mean that you could somehow effectively block as well, not just make one attack. The problem is that a standard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.

CoDzilla |
CoDzilla wrote:Are those 'normal campaigns'? If not, what are?
Cannot handle normal campaign = admission of defeat.
An all caster team could go blaze through something like Age of Worms, or Shackled City, or Savage Tide without adaptation.
Aside from being mildly more difficult than the norm, yes, I would say so. There are certainly flaws with those APs, but they make a decent enough baseline nonetheless.
Fergie wrote:The default assumption is a mixed party with arcane, divine, skills, and melee/ranged combat types.
When you don't have that, adjustments need to be made. The game is full of ways to allow a GM to do that, or not, as they and their players see fit. 3 Fighters and a rogue has issues, as does 3 wizards and a bard. But it is easy to compensate for the most part.
If I want I want to run a very low magic campaign, I can. If I want to run an all magic campaign, I can. I see nothing broken about it.
I think the point being made is that a full caster party can adjust to any campaign, while a full melee party can not, therefore melee is weaker.
If the DM has to adjust the bar* up or down for the monsters to compete or not kill one group, then depending on which way the bar is moving, one group is definitely weaker than the other one.
*difficulty
This.
Not to mention that all you really need is the arcane and divine parts. Anything else is optional.
I have not read Savage Tide (doesn't interest me) and only glanced at Shackled City (had a friend who was going to run it so I stopped reading), but I am currently running Age of Worms and I highly doubt that they could blaze through without adaptation. I do agree that they could survive, just like all the other classes, I just don't see them blazing through.
We just finished Chapter 6 and just the sheer number of traps up to this point would have made it difficult for an all caster party to survive. There are some areas where an all caster party will have an issue, especially if they only focus on spells like color spray (i.e., spells that won't be effective against undead). Some of the dungeons also have a high number of encounters and there aren't a lot of places or time to rest. Even in the Arena in the Free City the all caster party can have an issue especially if they didn't know about or weren't able to stop one of the opponents from appearing. There is also a dragon problem at one point. There is a section where the party can easily be overwhelmed by worms and worm infested undead dragonlings.
Don't get me wrong. An all caster party can complete the adventure and would probably do well. They certainly won't blaze through it though. The casters in my game are finding that they are burning through spells faster than they want. I am running a 20 point buy game and the characters all have relatively balanced stats (i.e., they don't have 3 dump stats). The party is pretty well balanced too. Some areas are easier than others for some of the characters. That's a sign of good writing and balancing an adventure.
Color Spray time only matters for Chapter 1, and maybe 2. I forget what's in 2, but 1 only has 1 undead that I can recall, and it's easily meleed down by Cleric + Druid + Animal Companion. The rest is animals (zap it), Aberrations (zap it), vermin (don't think Color Spray works), a swarm (torch it like everyone else), an elemental (zap it), and I forget the rest. There are also no time constraints, not that it matters since you have the same or better staying power anyways.
As for your games...
2 and 4 are too heavy on the random house rules to be relevant. You have already admitted that level 12 enemies are natural 20ing only AC 30 in your AoW campaign, so it's safe to dismiss that example as irrelevant as well. That leaves... a humanoid heavy campaign. As in, pitting the PCs against the weakest opponents they could possibly face, for the most part.
I rest my case.
Yes ... it has been pointed out before. Apparently all the casters spam the spell so that if the save is made first time, it has to be made four times. This begs the question of what happens if half have cast the spell already, and probably leads to a five minute adventuring day ...
As for the "They can go around the fighter" argument, in my experience this is made of fail. If your fighter is ten feet in front of the caster and the Big Nasty does a go-around (assuming he can, and the fighter's options for stopping him do not work and terrain is in his favour) then he gets an AoO from the fighter and one attack on the caster behind the fighter. The fighter can then 5' step to attack the monster again - only this time, he's flanking it. The odds of Big Nasty living long enough to get a full attack in on the caster are slim, to say the least.
The only time this works is when the creature has a form of movement the party lack, and a lot of it, and can make passing attacks by either Flyby or Spring Attack, and even then it risks many AoOs to perform a single attack.
Because PF martials have the damage output to kill things on one full attack? Oh wait, they don't.
Not to mention how common flying enemies are.
As for spells, you have a minimum of 3 spells each, and that's at level 1. You can do 4 fights just fine.
Meanwhile, HP are gone in two rounds, and are refilled by the very spells you are claiming are so limited. Which means, by your own example it's liable to be the "I can keep going all day" type that calls for a rest. Because he knows he can't, otherwise.
Dire Mongoose wrote:I think half the question, then, is not the 'build' of the fighter but the tactical acumen of the player. Held actions can always place the fighter between the attacker and the target, after all.Dabbler wrote:If your fighter is ten feet in front of the caster and the Big Nasty does a go-around (assuming he can, and the fighter's options for stopping him do not work and terrain is in his favour) then he gets an AoO from the fighter and one attack on the caster behind the fighter.Assuming he has to go through the fighter's reach. It's a big assumption and one that I rarely see bear out, except in fairly tight quarters combat.
Again, 'go around' != 'run past the fighter'.
In which case, he's spending a round doing nothing but moving around. Not smart.

vuron |

Fergie wrote:You can ready a standard action, a move action, a swift action, or a free actionSorry, I understood you to mean that you could somehow effectively block as well, not just make one attack. The problem is that a standard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.
Well presumably the white knight fighter would be moving into a position which would prevent the monster from having a clear charge line to the artillery piece (caster or archer). Said monster can in theory move around the fighter but said monster is giving up a AoO if the fighter positions decently.
2 standard attacks < full attack but it's not insignificant.
Further the monster has to make a choice, do I want to move around the obstacle potentially taking an AoO (or more in cases of combat reflexes) or do I switch to another target like the one right in front of me?

Dabbler |

Fergie wrote:The way to intercept creatures is to say, "If a hostile creature enters a square within 10 feet of me..."The main problem I have with this is that a stanard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.
Except it's one hit, then an AoO if they try and get past to the real target. That's two hits at full attack bonus, which is almost as good as full attack even at level 16+.
Then the monster hit's the 'real threat' with one attack. Before he can full attack, Mr Fighter is on his back, and this time he's flanking. If Mr Fighter got the distancing right, he only had to 5' step so he's full attacking from a flanking position. That's going to put a big dent in any mosnter's day. If he full attacks the 'real threat' next round (assuming it doesn't escape), he's probably going to be dead. A fighter in Pathfinder can dish enough DPR over three rounds to kill most things.

CoDzilla |
TriOmegaZero wrote:Invariably - which makes the whole discussion academic, really, because your party, no matter it's composition or it's optimisation level is going to face the same relative threat level. The only reason for using the 'classic four' or an approximation thereof is because most scenarios are designed with that in mind and it makes the DM's job easier.FatR wrote:It doesn't. It proves that the campaign should be tailored to the party.
So... if you're building challenges specifically to accomodate fighters, they can survive. I don't really know what challenges are weak to fighters, without being even weaker to something else, but whatever. How the heck this proves superiority of a fighter-heavy party over an all-caster party?
Except in the case of the 4 Fighters party, the struggle is from the DM, to not slaughter them with encounters that they really should not have trouble with, but well... Fighters...
Speaking of which, don't people use Enlarge Person and reach weapons anymore? I find having one enlarged guy with a cowards pole can really help control the battlefield, especially if there is a little difficult terrain around. Also good for setting up flanking from a distance.
Given that both of those things were nerfed, and nerfed hard no. No they don't.
Fergie wrote:You can ready a standard action, a move action, a swift action, or a free actionSorry, I understood you to mean that you could somehow effectively block as well, not just make one attack. The problem is that a standard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.
+1. There is a reason why house rules written by knowledgeable people so often include the rule that full attacks are Standard actions.
Edit: Everything else kills in 2. If the Fighter takes 3, he's too slow. I doubt it would only take 3.

Kirth Gersen |

Then the monster hits the 'real threat' with one attack. Before he can full attack, Mr Fighter is on his back, and this time he's flanking.
Monsters with Pounce or Flyby Attack (which still hasn't been addressed) are a dime a dozen... they hand those abilities out in Cracker Jack boxes in Monsterland (Fighterburg, in contrast, has a weoful paucity of them).

Aelryinth RPG Superstar 2012 Top 16 |

Fergie wrote:You can ready a standard action, a move action, a swift action, or a free actionSorry, I understood you to mean that you could somehow effectively block as well, not just make one attack. The problem is that a standard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.
It's FAZING the big monster. I doubt you're trying to render it ethereal.
:)
Also, on Readied actions (From the PFSRD section on Charging):
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
So, you most certainly can move and attack with a Readied Action.
==Aelryinth

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Now, take out your character sheet. Look at your single hit damage. Even if your full attack damage actually is good, and this is PF so it won't be your single hit damage will still be sad and pathetic, unless you're talking about E6 instead of D&D.
This is a very complicated issue actually.
If we are discussing how much damage a melee class can do after moving, I would refer you to this.
Go to Melee damage in a single round
This chart assumes average damage for a two handed great sword and does not take into account critical or enhancements like "flaming". I only assume the feats listed, so obviously this isn't close to optimized.
Now for Attacks of Opportunities you have to remove Vital Strike
Attack of Opportunity Damage in a single round
Again this isn't including critical or enhancement damage and is far from optimized. But even just doing these half-assed charts, if I moved and attacked in round 1, I'm doing a high percentage of your total hit points worth of damage. Then, for the attack of opportunity I'm doing a lot more damage.
Feel free to check and correct my math, as I said I just threw this together. The hit points are from the chart in the bestiary for average hit points by level, and the percentage is what percentage of the total hit points can be taken out with a single attack.
Of course, there is also the fact that combat maneuvers that are not a standard action can be used as attacks of opportunity, so you can try trip that guy trying to get past you as well.
And monks can use stunning fist as part of the AoO if they didn't use it on their move up.
CoDzilla does not understand the capabilities of a well made melee character. Which is why he dismisses them out of hand.
What I posted isn't well made at all. Most feats are unfilled and I didn't even dig into rage powers, criticals, or damage enhancers as someone actually playing the build would.
Obviously this would be much less per attack for a two weapon fighter or a sword and board, but two weapon fighters in my experience go for critical feats to take maximum advantage of the volume of attacks they have.
Again, feel free to correct my math or to steal to make your own charts. I just threw it together.

Dabbler |

Dabbler wrote:Then the monster hits the 'real threat' with one attack. Before he can full attack, Mr Fighter is on his back, and this time he's flanking.Monsters with Pounce or Flyby Attack (which still hasn't been addressed) are a dime a dozen... they hand those abilities out in Cracker Jack boxes in Monsterland (Fighterburg, in contrast, has a weoful paucity of them).
Pounce requires a charge action, which is a straight line move so if you have placed yourself between the target and the monster, it either has to pounce on you or go around you and lose the charge and the pounce.
Flyby attack is only a single attack, which limits what the attacker can do to a single attack. On the other hand, if the fighter can get in the way it's going to take two attacks - one normal strike, one AoO. Taking two hits in order to deal one isn't a good exchange.

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Fergie wrote:The way to intercept creatures is to say, "If a hostile creature enters a square within 10 feet of me, I'm going to 5ft step and attack."
Or just move at attack. Vital Strike combined with Power attack gives you good damage output on a single attack (see above) and there are both feats and rage powers that can assure you get a second attack either through normal AoO or by virtue of a rage ability.
There is a lot of crunch for melee, and fighters get a feat at every single level now (two at first, three if they are human).
Rage powers are just being completely overlooked, despite some of them addressing the SoS issue (Clear Mind), withdrawal issues (No Escape (Ex), Unexpected Strike).
While I think you and your group are exploring these options, others (or one specific other) doesn't seem to be aware of them.

Aelryinth RPG Superstar 2012 Top 16 |

'You can't use this option unless you are restricted to taking only a standard action on your turn."
You can only partial charge when slowed or under some other effect that reduces you to a standard OR move. If you have a standard AND move you cannot ready a charge.
Um, what?
You can ready a standard action.A partial charge is a standard action.
YOu most certainly can ready it. When it comes time to execute, you can only execute a standard action...bing, partial charge.
If you have a standard and a move then you can make a full charge of twice your movement. Partial charge restricted to single move.
==Aelryinth

Aelryinth RPG Superstar 2012 Top 16 |

'partial charge' is a holdover term I'm using.
When you ready an action and it triggers, it is now YOUR TURN.
And you can only do a standard action, which means a 'partial charge' or 'half-charge' or whatever. You cannot do a full charge.
The rules are quite clear on this, and it's actually been approved before...it's designed to be used as part of a standard action. I'm not sure where your confusion is coming from.
===Aelryinth

FatR |

It doesn't. It proves that the campaign should be tailored to the party.
Um... how about "no"? I mean, I like DnD, and I like my players, and all, but I'd also like to keep my job. And even other hobbies. And this means that I cannot write much NPCs and encounters, particularly for higher levels. So I use published APs, or at least dungeons and stablocks from them.

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I'm not sure where your confusion is coming from.
===Aelryinth
From the fact that Ready does not allow you to ready a full-round action, which Charge is. You may be limited to a standard action when your ready action triggers, but you have to ready something to get there, which cannot be a full-round action.
TriOmegaZero wrote:Um... how about "no"? I mean, I like DnD, and I like my players, and all, but I'd also like to keep my job. And even other hobbies. And this means that I cannot write much NPCs and encounters, particularly for higher levels. So I use published APs, or at least dungeons and stablocks from them.
It doesn't. It proves that the campaign should be tailored to the party.
Nowhere did I say you must do so.

Ringtail |

There is no 'partial charge' in PF. There is only charge, which is a full-round action. The charge rules allow you to still charge as a standard action when, and only when, you can only take a standard action on you turn.
Here is the exact text to substantiate that.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

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Aelryinth wrote:I'm not sure where your confusion is coming from.
===Aelryinth
From the fact that Ready does not allow you to ready a full-round action, which Charge is. You may be limited to a standard action when your ready action triggers, but you have to ready something to get there, which cannot be a full-round action.
FatR wrote:Nowhere did I say you must do so.TriOmegaZero wrote:Um... how about "no"? I mean, I like DnD, and I like my players, and all, but I'd also like to keep my job. And even other hobbies. And this means that I cannot write much NPCs and encounters, particularly for higher levels. So I use published APs, or at least dungeons and stablocks from them.
It doesn't. It proves that the campaign should be tailored to the party.
I come from the philosophy of a party should be tailored for campaigning.
The goal of a good party is to be able to handle anything that could reasonably happen.
If your DM has to tailor the game to your party, (aside from reasonable CR expectations) then your group hasn't built a very effective party.
As a DM if I think your party is poorly composed, I'll generally comment during the set up phase. But if you go in without any way to heal or with no party spokesman, etc...the game will play out as it plays out.
I tend to just try to follow logically what would occur based on party actions, within the framework of the big picture story. If you start catering to the party instead of the story, you serve neither.

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CoDzilla wrote:Are those 'normal campaigns'? If not, what are?
Cannot handle normal campaign = admission of defeat.
An all caster team could go blaze through something like Age of Worms, or Shackled City, or Savage Tide without adaptation.
It doesn't really matter, since he is only speaking in generalizations and not posting any builds to back up his statements.
He just says it, so it is therefore true.
In reality, when you break it down combat by combat, like I did a few pages back with the first AP in Rise of the Runelords you start to realize party diversity is a good thing.
But if your DM caters to your style of play, I can see how you would always assume what you say is true.

Aelryinth RPG Superstar 2012 Top 16 |

You aren't readying a full round action. You are readying a standard action. A partial charge is a standard action. On your turn, you execute the standard action. Why would I try to ready something I cannot? I can most certainly ready a partial charge.
As I said before, this has already been okay'd by the developers. SKR even did the explanation for 3.5 that this was exactly as intended. They changed the wording to make it apparant you could do the charge...I'm still confused how you are getting the two mixed up.
==Aelryinth

Midnightoker |

'You can't use this option unless you are restricted to taking only a standard action on your turn."
You can only partial charge when slowed or under some other effect that reduces you to a standard OR move. If you have a standard AND move you cannot ready a charge.
I would argue that when you ready an action because you can <b>only</b> take a standard action so charging is allowed.

Ringtail |

TriOmegaZero wrote:I would argue that when you ready an action because you can <b>only</b> take a standard action so charging is allowed.'You can't use this option unless you are restricted to taking only a standard action on your turn."
You can only partial charge when slowed or under some other effect that reduces you to a standard OR move. If you have a standard AND move you cannot ready a charge.
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
You aren't restricted to only taking a standard action on your turn. You can move and then ready as a standard action, still allowing both actions in the turn. Otherwise, should there be difficult terrain blocking my path to charge, I could move around the squares of difficult terrain, then ready to charge as the enemy begins his turn, thus getting to charge along with moving.

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TriOmegaZero wrote:I would argue that when you ready an action because you can <b>only</b> take a standard action so charging is allowed.'You can't use this option unless you are restricted to taking only a standard action on your turn."
You can only partial charge when slowed or under some other effect that reduces you to a standard OR move. If you have a standard AND move you cannot ready a charge.
Took me a second to parse that. Thank you for pointing that out.

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TriOmegaZero wrote:There is no 'partial charge' in PF. There is only charge, which is a full-round action. The charge rules allow you to still charge as a standard action when, and only when, you can only take a standard action on you turn.Here is the exact text to substantiate that.
PRD wrote:If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
This is exactly what he is saying. You can do a "partial" charge as the standard action he is readying.

Midnightoker |

You aren't restricted to only taking a standard action on your turn. You can move and then ready as a standard action, still allowing both actions in the turn. Otherwise, should there be difficult terrain blocking my path to charge, I could move around the squares of difficult terrain, then ready to charge as the enemy begins his turn, thus getting to charge along with moving.
the designers have said it works as such.
readying an action is a little taxing (your trigger has to be met before you can perform.
Because when your actual action comes back to you (from readying) during this time you can only take a standard action. Because you can only take a standard action it has been ruled that a partial charge is viable.
atleast that is the way I see it, and from what aerylinth said the designers also.

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You aren't restricted to only taking a standard action on your turn. You can move and then ready as a standard action, still allowing both actions in the turn. Otherwise, should there be difficult terrain blocking my path to charge, I could move around the squares of difficult terrain, then ready to charge as the enemy begins his turn, thus getting to charge along with moving.
Except you can't move and ready an action.
http://www.d20pfsrd.com/gamemastering/combat#TOC-Ready

Midnightoker |

Ringtail wrote:
You aren't restricted to only taking a standard action on your turn. You can move and then ready as a standard action, still allowing both actions in the turn. Otherwise, should there be difficult terrain blocking my path to charge, I could move around the squares of difficult terrain, then ready to charge as the enemy begins his turn, thus getting to charge along with moving.
Except you can't move and ready an action.
http://www.d20pfsrd.com/gamemastering/combat#TOC-Ready
Hazaah! the rules they make sense!
now everyone is happy

Ringtail |

Ringtail wrote:You aren't restricted to only taking a standard action on your turn. You can move and then ready as a standard action, still allowing both actions in the turn. Otherwise, should there be difficult terrain blocking my path to charge, I could move around the squares of difficult terrain, then ready to charge as the enemy begins his turn, thus getting to charge along with moving.the designers have said it works as such.
readying an action is a little taxing (your trigger has to be met before you can perform.
Because when your actual action comes back to you (from readying) during this time you can only take a standard action. Because you can only take a standard action it has been ruled that a partial charge is viable.
atleast that is the way I see it, and from what aerylinth said the designers also.
My only trouble with it is that you are not restricted to only a standard, you are choosing to take your standard action as the 'ready' action. Even if you do not move from your square you still have a move action, to pull a weapon or potion or whatever you would like to do with it. Also, that the PRD states that the readied action happens after your turn, and when the action comes up it is not your turn, thus you were not restricted to only taking a standard action on your turn:
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
But if the developers have no problem with it then far be it from me to say otherwise. It just seemed a bit unclear to me.
Except you can't move and ready an action.
http://www.d20pfsrd.com/gamemastering/combat#TOC-Ready
Opps, you are correct, I missed that. Consider my assertions cheerfully withdrawn.

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I'm not seeing why you can't move, then ready an action?
Unless someone can show otherwise, I really don't think you can do the partial charge thing unless you are truly limited to standard actions, such as while staggered, or during a surprise round.
When you ready an action, you are effectively holding action until something happens to trigger the readied action.
If you move, then you aren't holding prior to the readied action. You can take a 5 foot as part of the held action, so as stated above hold action until something is withing 5 feet of me, then attack.
Or say ready an attack if anyone starts to cast so that they take damage during the casting of the spell and have to make a spellcraft check.
You can't move, then ready an action. Therefore the readied action is at maximum a standard action.

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Fergie wrote:You can ready a standard action, a move action, a swift action, or a free actionSorry, I understood you to mean that you could somehow effectively block as well, not just make one attack. The problem is that a standard action is one attack, not a full attack. Even if you blow 3 feats on the absurdly overpriced Vital Strike chain, you're not really phasing a big monster. Now, if the critical feats could be automatically activated on a standard action attack (a mechanic which mirrors the strike maneuvers from the Tome of Battle, by the way), then this tactic would potentially be a winner. Without it, I'm happy to aborb one attack worth of damage in order to kill the real threat, if I'm at all intelligent.
Well technically you could with a combat maneuver, or a stunning fist if you were a monk.
And while the Vital Strike chain may be overprices, a fighter can afford it with all of the feats he has available.
As I showed on the chart, doing between 25% and 60% of the total average hit points in a single attack with a completely unoptimized character, not including critical and special weapon enhancement isn't bad...
And it continues to be overlooked that the creature is losing it's full round attack if it moves before it attacks. With most melee creatures, this is a huge difference.
The "real threat" is subjective.

Fergie |

You can't move, then ready an action. Therefore the readied action is at maximum a standard action.
But readying an action is a standard action. Nowhere does it say that you can't take other actions before readying. (Except the normal prohibitions against 5ft steps and other movement.)
It even mentions "...after your turn is over..." So it seems you can take move or free actions during your turn, then ready a standard.

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1 person marked this as FAQ candidate. |

ciretose wrote:
You can't move, then ready an action. Therefore the readied action is at maximum a standard action.
But readying an action is a standard action. Nowhere does it say that you can't take other actions before readying. (Except the normal prohibitions against 5ft steps and other movement.)
It even mentions "...after your turn is over..." So it seems you can take move or free actions during your turn, then ready a standard.
"Turn is over" is referring to when you would have taken your turn in initiative order. If you move, you are doing so on your initiative turn and therefore not "waiting" to trigger the readied action and not sacrificing your initiative as you must in order to ready an action.
A round is 6 seconds, effectively the difference between first and last in initiative is close to simultaneous.
So you are either acting on your turn, holding until someone else goes, or waiting to interrupt someone else's turn, sacrificing your move actions and initiative advantage in the process.
We can FAQ it if you like, but it's always seemed clear to me.

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Aelryinth wrote:As I said before, this has already been okay'd by the developers.Could you point out where it is in the errata or FAQ, please? I'm not seeing it.
The RAW above says you can do it if you are limited to a standard action on your turn.
To me, that looks like it was written for slowed creatures and readied actions, with the intention being to avoid people trying to use a move action to go around an obstacle to have a clear shot at a charge, as Ringtail expressed concern about.
Yet another way Slow isn't SoD.

Bob_Loblaw |

Color Spray time only matters for Chapter 1, and maybe 2. I forget what's in 2, but 1 only has 1 undead that I can recall, and it's easily meleed down by Cleric + Druid + Animal Companion. The rest is animals (zap it), Aberrations (zap it), vermin (don't think Color Spray works), a swarm (torch it like everyone else), an elemental (zap it), and I forget the rest. There are also no time constraints, not that it matters since you have the same or better staying power anyways.
To make sure I understand, you would still prepare color spray in an undead heavy campaign? What are you zapping with since you don't think dealing damage is worth it? You're the one who has claimed that hit points aren't relevant and that spells that deal damage are worthless. So what are you zapping with?
As for your games...
2 and 4 are too heavy on the random house rules to be relevant. You have already admitted that level 12 enemies are natural 20ing only AC 30 in your AoW campaign, so it's safe to dismiss that example as irrelevant as well. That leaves... a humanoid heavy campaign. As in, pitting the PCs against the weakest opponents they could possibly face, for the most part.
I rest my case.
You rest your case? What case? Perhaps you didn't seem to understand what the point was. The point is that the system supports far more than your narrow view of what a standard campaign is. Neither one of those campaigns used heavy house rules. They had a few, but who's doesn't? even the Blood War didn't use very many house rules. I didn't change the rules. I denied a few classes. That's all it is. Nothing in the RAW states that I must allow all material from all books. I didn't change the rules. I also never mentioned which DnD system was used. Two of them were 2nd Edition. The point is still the same: your campaigns, my campaigns, and everyone else's are different.
I'm at a loss at how humanoids = pitting the PCs against the weakest opponents they could face. Are you under the assumption that I used only 1st level humanoids? If so, then you would be mistaken. I wonder if you've read or played AoW. There isn't much opportunity for better gear for several levels. The treasure found isn't all that great for a while either. I'm also not sure if you're familiar with the opponents in AoW. Many don't actually have that high of an attack bonus, especially when there are many opponents at the same time. Remember that I have said I consider mooks to be 4 levels lower than the party and that I was talking about mooks.

Trinam |

Fergie wrote:ciretose wrote:
You can't move, then ready an action. Therefore the readied action is at maximum a standard action.
But readying an action is a standard action. Nowhere does it say that you can't take other actions before readying. (Except the normal prohibitions against 5ft steps and other movement.)
It even mentions "...after your turn is over..." So it seems you can take move or free actions during your turn, then ready a standard.
"Turn is over" is referring to when you would have taken your turn in initiative order. If you move, you are doing so on your initiative turn and therefore not "waiting" to trigger the readied action and not sacrificing your initiative as you must in order to ready an action.
A round is 6 seconds, effectively the difference between first and last in initiative is close to simultaneous.
So you are either acting on your turn, holding until someone else goes, or waiting to interrupt someone else's turn, sacrificing your move actions and initiative advantage in the process.
We can FAQ it if you like, but it's always seemed clear to me.
I'd just like to interject to point out that with the interpretation of RAW that you can only use a partial charge when you can't make a full round action and readying is considered as you having the ability to use a full round action, it would mean that you can ready a partial charge when you are slowed, staggered or otherwise restricted to a single standard action (since it would be readying (a standard) to use the charge for a standard later, but you suddenly cannot use it when you are just fine, in effect giving you an advantage in this case to being debuffed or otherwise SoS'd.
Somehow I doubt this is the correct interpretation of the RAW.

anthony Valente |

If you cannot take a move action before readying a standard action, then you could never do this:
"I move 10 feet up to the door, and ready an action to close it when Joe comes through."
Or this:
"I draw my bow and aim it at the caster. If I see any signs of him casting a spell, I shoot him."
That makes no sense.

Midnightoker |

If you cannot take a move action before readying a standard action, then you could never do this:
"I move 10 feet up to the door, and ready an action to close it when Joe comes through."
Or this:
"I draw my bow and aim it at the caster. If I see any signs of him casting a spell, I shoot him."
That makes no sense.
I think this is more of in respect to time than anything.
maybe you do draw your bow, but it isnt in time to react and shoot at the caster who is also moving very quickly.
which is why you only get the standard, because in respect to time it is unfair to give you the advantage of being able to instantly react without taking penalty.
That I believe is the intention by only a standard action while readying, you simply can't react to interrupt another's action with a full round of action, only partial because they are doing their best to move quickly in the same 6 seconds time.
YMMV