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<blockquote data-quote="designbot" data-source="post: 7723199" data-attributes="member: 6777589"><p>A treasure trove of new <em>Dungeons & Dragons</em> errata and Sage Advice was <a href="http://dnd.wizards.com/articles/sage-advice/rules-references-august-2017" target="_blank">released today</a>, and it includes changes from the 6th [update -7th!] printing of the <em>Player's Handbook</em> that address some of the slipperiest wording in the rules.[PRBREAK][/PRBREAK]</p><p></p><p></p><p style="text-align: center">[ATTACH=full]111253[/ATTACH]</p><p></p><p></p><p>For example, previously, the rules never specified any requirement for or benefit from sleep, making the elf's "Trance" feature confusing. That's fixed now:</p><p></p><p>Old version:</p><p></p><p>[hq]A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours.[/hq]</p><p></p><p>There was a lot of confusion about whether "no more than 2 hours" referred to "standing watch" or to all light activity, and whether sleeping was even required.</p><p></p><p>New version (from this <a href="http://media.wizards.com/2017/dnd/downloads/PH-Errata.pdf" target="_blank">errata</a>):</p><p></p><p>[hq]A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.[/hq]</p><p></p><p>Old <em>Sage Advice</em> explanation of Trance:</p><p></p><p>[hq]<strong>Does the Trance trait allow an elf to finish a long rest in 4 hours?</strong> The intent is no. The Trance trait does let an elf meditate for 4 hours and then feel the way a human does after sleeping for 8 hours, but that isn’t intended to shorten an elf’s long rest. A long rest is a period of relaxation that is at least 8 hours long. It can contain sleep, reading, talking, eating, and other restful activity. Standing watch is even possible during it, but for no more than 2 hours; maintaining heightened vigilance any longer than that isn’t restful. In short, a long rest and sleep aren’t the same thing; you can sleep when you’re not taking a long rest, and you can take a long rest and not sleep.</p><p></p><p>Here’s what this all means for an elf. An elf can spend 4 hours in a trance during a long rest and then has 4 additional hours of light activity. While an elf’s companions are snoozing, the elf can be awake and engaged in a variety of activities, including carving a lovely trinket, composing a sonnet, reading a tome of ancient lore, attempting to remember something experienced centuries before, and keeping an eye out for danger. The Trance trait is, ultimately, meant to highlight the otherworldly character of elves, not to give them an edge in the game.</p><p></p><p>That all said, if you’re the DM and you decide to let Trance shorten an elf’s long rest, you’re not going to break the game. You are making a world-building choice if you do so. You’re deciding that elves, on a global scale, are ready to reenter a ght before anyone else, that they heal faster than most humanoids, and that they regain their magical energy faster. Such a choice would make sense in a world where elves are the dominant race, where they not only live longer than others, but also recover faster.[/hq]</p><p></p><p>New explanation from the updated <a href="http://media.wizards.com/2017/dnd/downloads/SA-Compendium.pdf" target="_blank">Sage Advice Compendium</a>:</p><p></p><p>[hq]<strong>Does the Trance trait allow an elf to finish a long rest in 4 hours?</strong> If an elf meditates during a long rest (as described in the Trance trait), the elf finishes the rest after only 4 hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. [This answer has been altered as a result of a tweak to the rules for a long rest, which appears in newer printings of the <em>Player’s Handbook</em>.][/hq]</p><p></p><p>Old Sage Advice explanation of the Lucky feat:</p><p></p><p>[hq]<strong>How does the Lucky feat interact with advantage and disadvantage?</strong> The Lucky feat lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have disadvantage, since the feat doesn’t say it gets rid of it, but you do get to pick the die.</p><p></p><p>The Lucky feat is a great example of an exception to a general rule. The general rule I have in mind is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they confliict with each other (PH, 7).[/hq]</p><p></p><p>New explanation:</p><p></p><p>[hq]<strong>How does the Lucky feat interact with advantage and disadvantage?</strong> The Lucky feat represents extraordinary luck that can help you when you need it most. It lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have advantage or disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have advantage or disadvantage, since the feat doesn’t say it negates it, but you get to pick the die. The upshot of this fact is that a rogue, for instance, who has disadvantage on an attack roll couldn’t use Sneak Attack even if the rogue uses the Lucky feat to pick the die.</p><p></p><p>The Lucky feat is a great example of an exception to a general rule. The general rule in this case is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they conflict with each other (PH, 7).</p><p></p><p>If a DM wants advantage and disadvantage to play their normal roles even when the Lucky feat is used, here’s a way to do so: roll two d20s for advantage/disadvantage, roll a third d20 for Lucky, eliminate one of the three dice, and then use the higher (for advantage) or lower (for disadvantage) of the two dice that remain.[/hq]<p style="text-align: center"><span style="color: #FFFFFF"><span style="font-family: 'Helvetica Neue'"><strong>Save</strong></span></span><span style="color: #FFFFFF"><span style="font-family: 'Helvetica Neue'"><strong>Save</strong></span></span></p></blockquote><p></p>
[QUOTE="designbot, post: 7723199, member: 6777589"] A treasure trove of new [I]Dungeons & Dragons[/I] errata and Sage Advice was [URL="http://dnd.wizards.com/articles/sage-advice/rules-references-august-2017"]released today[/URL], and it includes changes from the 6th [update -7th!] printing of the [I]Player's Handbook[/I] that address some of the slipperiest wording in the rules.[PRBREAK][/PRBREAK] [CENTER][ATTACH=FULL]111253[/ATTACH][/CENTER] For example, previously, the rules never specified any requirement for or benefit from sleep, making the elf's "Trance" feature confusing. That's fixed now: Old version: [hq]A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours.[/hq] There was a lot of confusion about whether "no more than 2 hours" referred to "standing watch" or to all light activity, and whether sleeping was even required. New version (from this [URL="http://media.wizards.com/2017/dnd/downloads/PH-Errata.pdf"]errata[/URL]): [hq]A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch.[/hq] Old [I]Sage Advice[/I] explanation of Trance: [hq][B]Does the Trance trait allow an elf to finish a long rest in 4 hours?[/B] The intent is no. The Trance trait does let an elf meditate for 4 hours and then feel the way a human does after sleeping for 8 hours, but that isn’t intended to shorten an elf’s long rest. A long rest is a period of relaxation that is at least 8 hours long. It can contain sleep, reading, talking, eating, and other restful activity. Standing watch is even possible during it, but for no more than 2 hours; maintaining heightened vigilance any longer than that isn’t restful. In short, a long rest and sleep aren’t the same thing; you can sleep when you’re not taking a long rest, and you can take a long rest and not sleep. Here’s what this all means for an elf. An elf can spend 4 hours in a trance during a long rest and then has 4 additional hours of light activity. While an elf’s companions are snoozing, the elf can be awake and engaged in a variety of activities, including carving a lovely trinket, composing a sonnet, reading a tome of ancient lore, attempting to remember something experienced centuries before, and keeping an eye out for danger. The Trance trait is, ultimately, meant to highlight the otherworldly character of elves, not to give them an edge in the game. That all said, if you’re the DM and you decide to let Trance shorten an elf’s long rest, you’re not going to break the game. You are making a world-building choice if you do so. You’re deciding that elves, on a global scale, are ready to reenter a ght before anyone else, that they heal faster than most humanoids, and that they regain their magical energy faster. Such a choice would make sense in a world where elves are the dominant race, where they not only live longer than others, but also recover faster.[/hq] New explanation from the updated [URL="http://media.wizards.com/2017/dnd/downloads/SA-Compendium.pdf"]Sage Advice Compendium[/URL]: [hq][B]Does the Trance trait allow an elf to finish a long rest in 4 hours?[/B] If an elf meditates during a long rest (as described in the Trance trait), the elf finishes the rest after only 4 hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. [This answer has been altered as a result of a tweak to the rules for a long rest, which appears in newer printings of the [I]Player’s Handbook[/I].][/hq] Old Sage Advice explanation of the Lucky feat: [hq][B]How does the Lucky feat interact with advantage and disadvantage?[/B] The Lucky feat lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have disadvantage, since the feat doesn’t say it gets rid of it, but you do get to pick the die. The Lucky feat is a great example of an exception to a general rule. The general rule I have in mind is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they confliict with each other (PH, 7).[/hq] New explanation: [hq][B]How does the Lucky feat interact with advantage and disadvantage?[/B] The Lucky feat represents extraordinary luck that can help you when you need it most. It lets you spend a luck point; roll an extra d20 for an attack roll, ability check, or saving throw; and then choose which d20 to use. This is true no matter how many d20s are in the mix. For example, if you have advantage or disadvantage on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have advantage or disadvantage, since the feat doesn’t say it negates it, but you get to pick the die. The upshot of this fact is that a rogue, for instance, who has disadvantage on an attack roll couldn’t use Sneak Attack even if the rogue uses the Lucky feat to pick the die. The Lucky feat is a great example of an exception to a general rule. The general rule in this case is the one that tells us how advantage and disadvantage work (PH, 173). The specific rule is the Lucky feat, and we know that a specific rule trumps a general rule if they conflict with each other (PH, 7). If a DM wants advantage and disadvantage to play their normal roles even when the Lucky feat is used, here’s a way to do so: roll two d20s for advantage/disadvantage, roll a third d20 for Lucky, eliminate one of the three dice, and then use the higher (for advantage) or lower (for disadvantage) of the two dice that remain.[/hq][CENTER][COLOR=#FFFFFF][FONT=Helvetica Neue][B]Save[/B][/FONT][/COLOR][COLOR=#FFFFFF][FONT=Helvetica Neue][B]Save[/B][/FONT][/COLOR][/CENTER] [/QUOTE]
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