FormerlyHemlock
Hero
I don't agree. What you're saying would be true if there was no way for the fiction to support the idea that one group of gnolls actively stopped outside the aura. Why can't they? It is a clearly harmful affect and they recognize that and stop.
You're misunderstanding pemerton. He's saying you have to derive the fiction from the mechanics, not vice versa, because there's one fiction that the mechanics don't support. You're actually agreeing with his point here.
Upthread, I've proposed a mechanic that would support pemerton's desired fiction: when you do a multiround action declaration through hazards that inflict damage once per round, you take only the minimum amount of damage. I.e. the same number of rounds of damage you would take from stopping in the optimal place, but in this case the DM computes it for you. In this specific example that means the gnolls would take damage on the first round, when they Dashed into the aura, and not on the second when they finally closed and made their attack. In contrast, if they Dashed in and then declared an attack, they would take two full rounds of damage as usual because then they are halting inside the aura to decide on their next action. Now the mechanics supports both fictions side-by-side.
That's a mechanical change driven by fiction: one could argue that the fiction is driving the mechanics. IMO though, game design isn't a dichotomy; you choose mechanics that support all the fictions which you, as game designer, find aesthetically pleasing. There are always certain fictions that a given set of mechanics don't support, and that's okay. You can't play Nine Princes In Amber or The Belgariad or The Wheel of Time with 5E mechanics, no way, no how, and that's all right.
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