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10

No, You may only use one Immediate ActionDDI per round. Reminder - you cannot use an Immediate Action on your own turn.


9

A vexing challenge to be sure, I struggle with this myself. Although as DM's we don't want to kill off the party too often, it is frustrating to realize that a carefully crafted challenge turned out to be too easy because you neglected to use some of their powers! Here are a couple things I've done to address this: Only use recent stat blocks: I find ...


8

No, but not for the reason you think: creatures cannot take interrupts on their own turns. An interrupt action has been explicitly defined as something which must occur on some other creature's turn (PHB, 268) (much to the chagrin of the Juggernaut in my party who can't use her "on bloodied" interrupt when she's bloodied from ongoing damage or auras or any ...


7

The battlemind steps in and replaces a single target in the list of those attacked by the Fireball; and (most likely) invalidates that attack against her by shifting out of the area of effect before it happens. Lighting Rush Immediate Interrupt (from pg 49 of PHB3): ... Trigger: An enemy within 5 squares of you targets an ally with an attack. From ...


4

Yes, the defender's action will interrupt -- and under certain conditions it will render ineffective-- the opportunity attack. They are both essentially immediate interrupts. The opportunity attack is triggered by an external event, the defender's feature is triggered by the OA. The OA interrupts the external trigger, but the defender's feature interrupts ...


3

Only use one monster or monster type with complex interrupts per encounter. That way, you'll only have to remember one condition for the interrupt. You might think this makes for a less interesting fight, but I don't think so. In my experience, too many interrupts really slow down the game, so I've become careful with them. Stuff like the ability of some ...


2

Highlight interrupt powers so you can easily scan for them when your creatures are hit/bloodied/etc. I print up my own stat blocks. I copy and paste the text from DDI into my notes. Originally I did this because I like writing on my combat sheets and didn't want to mar my Monster Manual. Now I do it because of syntax highlighting. I use a text editor ...


2

As Pat mentioned above, you are unable to use both at the same turn due to the action economy. EDITED: I withdrew my argument regarding the utilization of action points. You cannot substitute a regular action for an immediate one, as I recalled falsely. However, it should be noted that technically the stacking of such effects would be valid should their ...


1

I ended up merging several suggestions provided here. Sorry I could only choose one answer! Below is the are some of the initiative cards (inspired by these) I used for the final encounter of the Red Box adventure - not too spoiler-ish I hope. Note that I put the interrupts on the "Next ->" indicator, so they were always in my face as I moved from creature ...


1

I treat interrupts (or any out-of-turn reactions) the same as traps. Traps just sit there till someone or something sets them off. Same with out-of-turn items. They occur from creature powers, weapon powers, buffs, affects, or you name it based on something that happens out-of-turn for thing controlling the power. So what I do is make a single card 3x5 ...


1

Other than keeping an eye on the stat block and just..remembering them (possibly unhelpful, but still), I suggest this: Don't Sweat It! Don't worry about using the whole stat block. Maybe sometimes you forget that you had an interrupt. maybe sometimes you messed up the part where the monster was supposed to split off a minion when it gets hit by a melee ...



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