(While we're waiting for Belialuin, is Wormsquirt still holding his action? What happens if he doesn't take it before Belialuin? Would he lose that action as it would then be his next turn? Or would he get effectively to take his 2 turns together?)
OOC: I thought in this edition you can’t hold your action, you have to take the ready action and set a trigger for when you will act and if the trigger doesn’t happen you kinda miss out that round
(I may have to NPC Bel, we'll see. As to the hold action. Yes, in 5e you can't technically hold your action. The official stuff is at the end of this post but I've never liked the ruling. Initiative is based on Dex and you usually want to get the drop on someone which is why you get the modifier. What I have an issue with is that if you have a high dex and get a good initiative why wouldn't you be able to wait, study your opponent, let them make their move and then act even if your initiative is higher. In my home games I allow holding your action because of that reasoning. I'll leave it to you folks it want to follow the official rulings or if you're OK with that home rule.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
Caveats
A few notes on the ready action.
It takes up your reaction, so you can't perform the readied action and an opportunity attack in the same combat round
The readied action happens when the trigger occurs, but any movement has to be done on your turn—unless your reaction is to move. It does not move your turn in the initiative order
I kinda of agree with you on that, and even though I mentioned it here I once had a long discussion with my tabletop dm about allowing the hold action...It doesn't make sense to me exactly as you explained it, why can't you wait to take your action and hold your turn a few turns to get a better perspective of the situation. Apparently D&D's response was they felt it was too over powered to be able to act whenever in a turn after your initiative but I never agreed with it.
Wormsquirt. You can act then. There are party members up there so you'll get tactics. Belialuin hasn't posted in like 2 weeks so I have a feeling he may be gone.
Frustrated with the Minotaur's ability to avoid his attack, Wormsquirt quickly tries to gain the upper hand with a swift concurring swing of his sword.
Attack: 24 Damage: 12
"My first attack may have been an udder failure, but this one will be far from a milk dud..." Wormsquirt quips.
Zarbof gets more and more frustrated every time he misses his target, and now he's really annoyed. He swings his axe as hard as he can at the minotaur, giving it everything he's got, anger burning like the forge in his dwarven eyes.
Zarbof laughs the blow of with gritted teeth. "Don't worry about me, I'll be fine. Just kill this thing!"
(OOC: In other words, I can use my Second Wind ability as a bonus action next turn to regain 1d10+2HP, so don't worry about using any spell slots or actions to heal)
Zarbof. For a moment you feel the axe grow warm in your hand and it starts to make your blood boil. You begin to feel a rage come over you but you take a breath and calm down.
Roger runs up to the Minotaur and slices at it with his sword.
Attack: 7 Damage: 11
Mysti will close the distance to the beast raising her warhammer preparing to strike...
"Tyr give me the strength toover come this beast...."
Attack: 15 Damage: 8
she also uses her bonuse action for her War Priest ability to strike a 2nd time...
Attack: 14 Damage: 10
Unfortunately Rogers strike and Mysti's first attack miss but her second one lands with a clang against it's bones causing 11DMG
That's what happens when you wear a helmet your whole life!
My house rules
That's going to bring us to Belailuin
That's what happens when you wear a helmet your whole life!
My house rules
(While we're waiting for Belialuin, is Wormsquirt still holding his action? What happens if he doesn't take it before Belialuin? Would he lose that action as it would then be his next turn? Or would he get effectively to take his 2 turns together?)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationOOC: I thought in this edition you can’t hold your action, you have to take the ready action and set a trigger for when you will act and if the trigger doesn’t happen you kinda miss out that round
OOC: I believe that when I take my action this round, that becomes my new initiative going forward.
(I may have to NPC Bel, we'll see. As to the hold action. Yes, in 5e you can't technically hold your action. The official stuff is at the end of this post but I've never liked the ruling. Initiative is based on Dex and you usually want to get the drop on someone which is why you get the modifier. What I have an issue with is that if you have a high dex and get a good initiative why wouldn't you be able to wait, study your opponent, let them make their move and then act even if your initiative is higher. In my home games I allow holding your action because of that reasoning. I'll leave it to you folks it want to follow the official rulings or if you're OK with that home rule.
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
Caveats
A few notes on the ready action.
That's what happens when you wear a helmet your whole life!
My house rules
I kinda of agree with you on that, and even though I mentioned it here I once had a long discussion with my tabletop dm about allowing the hold action...It doesn't make sense to me exactly as you explained it, why can't you wait to take your action and hold your turn a few turns to get a better perspective of the situation. Apparently D&D's response was they felt it was too over powered to be able to act whenever in a turn after your initiative but I never agreed with it.
OOC: Good to know. Whichever way we're using I was basically holding/readying for the opportunity to use pact tactics and gain advantage.
Wormsquirt. You can act then. There are party members up there so you'll get tactics. Belialuin hasn't posted in like 2 weeks so I have a feeling he may be gone.
That's what happens when you wear a helmet your whole life!
My house rules
Wormsquirt will advance on the Minotaur and attack.
Attack: 8 Damage: 12
OOC: Sorry guys I've been on a conference for a long time. Couldn't tune in from there. I feel I missed a lot. Hope you forgive me :) .
I see I have to do an attack roll. Belialuin casts a chaos bolt at the Minotaur.
To hit: 10
Demage: 10 + 2 (Thunder Demage)
(Cool. You got back before I had to NPC you. I'm glad your back. I thought maybe you had just dropped out.)
Wormsquirt and Belialuin: You 2 make your way in for attacks but unfortunately you both miss.
(I know it was a little weird with the hold action but that brings us back to Wormsquirt)
That's what happens when you wear a helmet your whole life!
My house rules
Frustrated with the Minotaur's ability to avoid his attack, Wormsquirt quickly tries to gain the upper hand with a swift concurring swing of his sword.
Attack: 24 Damage: 12
"My first attack may have been an udder failure, but this one will be far from a milk dud..." Wormsquirt quips.
Zarbof gets more and more frustrated every time he misses his target, and now he's really annoyed. He swings his axe as hard as he can at the minotaur, giving it everything he's got, anger burning like the forge in his dwarven eyes.
Attack: 14 Damage: 7
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationYou guys finally get some momentum built and both Wormsquirt and Zarbof land their hits. Together you cause 19 DMG.
The Minotaur opens it's jaws in a howling motion but no sound comes out. He swings his great axe at the last one to hit him.
Zarbof Attack: 18 Damage: 12
Zarbof gets hit hard! I need a DC15 Wis save from you.
That's what happens when you wear a helmet your whole life!
My house rules
"Agh!"
Wisdom: 15
Zarbof laughs the blow of with gritted teeth. "Don't worry about me, I'll be fine. Just kill this thing!"
(OOC: In other words, I can use my Second Wind ability as a bonus action next turn to regain 1d10+2HP, so don't worry about using any spell slots or actions to heal)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationZarbof. For a moment you feel the axe grow warm in your hand and it starts to make your blood boil. You begin to feel a rage come over you but you take a breath and calm down.
That brings us to Thorum.
That's what happens when you wear a helmet your whole life!
My house rules
Thorum fires a new arrow at the minotaur.
Attack: 20 Damage: 7
Hunter's mark: 5
Ghosts of Saltmarsh - DM