Holding Your Action

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Holding Your Action

Just because you have rolled a number on the initiative order does not mean that you HAVE to act when it is your turn.

If a player character or a monster wishes too, they may declare that they are 'holding their action.' This means, simply, that they are waiting before they act. When a creature declares that they are holding their action, they are marked on the initiative list, they do nothing, and the Game Master moves to the next creature on the initiative order.

From that point forward, the holding creature may declare, after any creature has finished their action, that they wish to act then. This interrupts the normal progression of the initiative order. The person who was holding their action takes their turn immediately after the person or monster who just finished their action, and before the next person or creature who was scheduled to act. Even more importantly, this resets their initiative number for the rest of the combat! If they had initiative twenty-five, and wait until right after a monster with initiative seventeen to act, then their initiative changes to become sixteen. (See Initiative Tiebreakers for how to resolve ties.)

There is no limit to how long you may hold your action, with the very important caveat that you can only ever take one action per round. If you hold your action 'all the way around' to your old initiative number, then the action you were holding is lost and you may now use your new action instead.

Note that the use of action points and their effects are based upon the round of combat, not the number of rounds your character has taken. It is possible (although possibly foolish) to hold your action all the way until the third round and use your action point for the third round benefit, even though it is your personally first action.

Also see Readying An Action.