cwslyclgh |
lets see, well there is this:
The Combat Round
Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.
Each round's activity begins with the character with the highest initiative result and then proceeds in order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
When the rules refer to a “full round”, they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.
nothing more concrete than that that I could find on my (admittedly non-exhaustive) perusal of the PRD
Sentack |
Sadly the above text isn't concrete enough for me to work with. The interpretation you spoke of seems logical but it doesn't fly with everyone.
The problem with AoO's resetting at the start of the initiative counter, is that the first person in initiative, can never avoid provoking AoO's. Where as others after the first who does provoke, get the chance to take advantage of the situation for one round.
Where as, if AoO's reset only at the start of your next turn, then it's fair for everyone in the initiative order.
But, I need a ruling to state explicitly what way it works.
Sentack |
For the curious, I threw the question up on "Ask James Jacobs" And got the following response
http://paizo.com/threads/rzs2l7ns&page=530?Ask-James-Jacobs-ALL-your-Qu estions-Here#26494
In other words, it works like cwslyclgh mentioned. You regain the use of your AoO actions at the start of your next action, or in other words, at the start of your next turn unless I'm missing something. (I could still be wrong, I'm not 100% positive)
Sentack |
I'm sorry, why not? And who does it have to 'fly' with beyond the GM?
Well that's exactly who it didn't work well with. I needed something more than just "Because it's a reasonable assumption" when it comes making a case about something to the DM. Thus the text didn't work for me. Some DM's have vastly different opinions as to what something sounds reasonable about. Case in point, some DM's rule that gems and jewelry are sold at 50% because the rules about what's sold as "trade goods" doesn't list gems and jewelry, only metals and a few other textiles. Others claim gems and jewelry are obviously intended to be sold as a trade good. Hence, a clear answer other than "because it seems right" will have to do.
That being said, I got the answer I intended.
james maissen |
james maissen wrote:I'm sorry, why not? And who does it have to 'fly' with beyond the GM?Well that's exactly who it didn't work well with.
Then you're in luck.. you've found out early that your GM is unreasonable, run away now and save yourself lots of grief. Easy.
Now there are interesting side effects to his 'rule' in losing the penalty for power attack, benefit for combat expertise, etc. Which I'm sure he doesn't agree also occur. But then none of this was meant to occur, that's why the core rules give the default for duration of a 'round'.
But if you are going to try to reason with someone that is not being reasonable, then the only real fool present is obvious to one and all.
Again, walk away from it and be happy to catch it earlier rather than later,
James
PS: The PRD is not just saying it is a 'reasonable assumption' rather it is the default case.