
Ishpumalibu |
Lets say a mage casts resilient sphere on himself to protect from a fighter....the fighter readies an action to fire an arrow at the mage when the spell ends. The mage readies an action to recast the spell, who goes first? The fighter for first readying the action? Whoever has the highest dex as in the case of a tie in initiative?

Randy Lockard |

First off, the fighter will be losing EVERY round he waits while the mage will not be. The fighter has no clue when it will end (but the mage knows exactly when it will), so he will need to constantly "ready" his action.
The mage can simply cast the spell again before it expires if he needs to, or DD or Teleport out, go Invis, etc.
The mage could also ready his action to cast after the fighter takes his shot if need be. If the init says he goes 1st, no biggie, he recasts. If the init says he goes after the fighter, he recasts also (assuming he survives the hit).

Thazar |

There is no rule for this that I know of. I would either go with whoever has the highest init modifier. If that is a tie then I would go with whoever has the highest dex modifier. If that is a tie then they roll for it.
This has worked well for years in our group. Many times players want to try and go at the same time for whatever reason. Ambush being a classic example. The whole party readies an action to attack when the door opens (as an example). Initiative, then Dexterity, then Dice.

Mauril |

Unlike Wraithstrike's suggestion, I'd go with whoever had the higher starting initiative would go first for two simultaneous readied actions. A single round is happening more or less simultaneously anyway (theoretically), so the roll is really already determining who had the faster reflexes in combat this go around.

Ishpumalibu |
wraithstrike wrote:There is no rule for this that I know of. I would either go with whoever has the highest init modifier. If that is a tie then I would go with whoever has the highest dex modifier. If that is a tie then they roll for it.This has worked well for years in our group. Many times players want to try and go at the same time for whatever reason. Ambush being a classic example. The whole party readies an action to attack when the door opens (as an example). Initiative, then Dexterity, then Dice.
Yeah for people on the same side you don't really have to decide which order though, I'll just house rule it for opposing sides then, I was just hoping there was a rule already though. Thanks guys.