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Greatest Hits 2011: Hurry Up and Wait – A Look a Delaying and Readying Actions

While the Dungeon’s Master team enjoys some well-deserved vacation time, we’re breaking out the greatest hits and shining a spotlight on a few of our favourite articles from 2011. We’ve searched for hidden gems that our newer readers might have missed and our long-time readers will enjoy reading again. Enjoy a second look at these greatest hits from Dungeon’s Master.

Since I wrote this article I’ve put my money where my mouth is on numerous occasions. In my home games I delay at some point in almost every encounter and readying an action is becoming a lot more commonplace too.

In a recent adventure our party was being attacked by flying creatures. The monsters would make flyby attacks, never landing close enough for us to engage them in melee. My Paladin had only one ranged attack, but it was range 5. The monsters with their incredible speed of 8 managed to remain more than 5 squares off the ground, staying safely out of my threat range. Round after round they swooped in, attacked, damaged us, and then flew to a safe distance from five of the six PCs.

Finally I decided to ready an action. After the next flying monster completed its move action I would use my only ranged attack against it. The result was better than expected.

Unaware of my plan, the monster continued his attack pattern. Move first, flyby attack second. Unfortunately for the monster my readied action went off after its move but before the flyby attack. I landed a solid hit. As soon as the rest of the party saw my success they too began readying actions. The monsters only lasted a couple more rounds.

After that encounter things really changed at my gaming table. Now we have PCs readying actins all the time. Sometimes they don’t get to act for a round or two, but we’ve become a lot more effective and the combat has actually become faster. So the next time your fighting a bunch of monsters take a second to think tactically and see if readying an action will give you an advantage you might not normally anticipate.

Remember that just because you can attack on your turn doesn’t mean that you have to attack on your turn. There are often better options, but it’s up to you to figure out what they are.

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Hurry Up and Wait – A Look a Delaying and Readying Actions

Pay attention players, your spot in the initiative order is not set in stone. Players get so excited when it’s their turn all they want to do is attack. Many players forget, or don’t even know, that they can wait and hold their action whenever they want to. There’s nothing in the rules that says you must go when your turn in the initiative comes up. If more players took this to heart, combat encounters could be a lot more exciting and in some cases a lot faster.

Once combat is in full swing players should talk to each other in-character (assuming that PCs can actually hear one and other and don’t care if they’re overheard). As the battle unfolds situations will arise where some PCs will see an opportunity to shine. It might be a chance to inflict a lot of damage, it might be a chance to push an opponent off a cliff or it might be a chance for the defender to mark everyone with a close burst attack. As soon as you see this golden opportunity let everyone know. By announcing what you want to do the other players can act accordingly and delay as necessary. Remember that the party is a team, not a bunch of individuals all trying to steal the spotlight. By defeating the monsters quickly and efficiently the battle ends faster which is a win for everyone.