jaelis
Oh this is where the title goes?
In that quote I was interested in exploring the consequences of your previous answer. I've already explained how I would play it myself.No, it's less than what you said:
In that quote I was interested in exploring the consequences of your previous answer. I've already explained how I would play it myself.No, it's less than what you said:
In that quote I was interested in exploring the consequences of your previous answer. I've already explained how I would play it myself.
Sorry but now you're ruining my example...No, but I didn't want to change the setup you gave. If this is his plan, then I suggest he dashes this turn for a total speed of 60 ft. He walks 15 ft total, and jumps 30 ft, landing on the other side with 15 ft of move available.
If he can't or won't dash, then he walks 15 ft and then jumps his maximum possible distance of 15 ft, "landing" in the middle of the chasm and subsequently falling.
The "Kobold - Saelorn Scale" - a sliding measure of just how far you get without any ground beneath you before you suddenly stop, and then fall. First identified and researched by a pre-eminent gravitational scientist from the mid-20th century named Wile E Coyote.Only by specifically adressing the issue - is there something special about running out of movement for your turn - can we determine our position on the "Kobold - Saelorn scale".
To me it's just one more example of how slavery to the turn-based system just gets in the way.Myself: I completely understand the notion that turn restrictions should interfere with a good action scene. But I also completely understand Kobold when he points out we better have to, or everything starts getting way complicated.
It depends what you mean. I feel it's pretty clear how the sage would play it. If you want to argue that doesn't necessarily shed light on the RAW, that's OK with me.It really is all up to this question. But repeating what the Sage said does not bring any clarity.
I agree in many ways.It depends what you mean. I feel it's pretty clear how the sage would play it. If you want to argue that doesn't necessarily shed light on the RAW, that's OK with me.
I'm a little sad that they changed it from the traditional "30ft speed tirelessly for 12 hours" (striding) and "can jump 30ft forward, 15ft straight up or 9ft back" (springing) and adds +1 to AC. (1e DMG)
Those were the days, eh?
This isn't just a "for me" thing. This is how discrete turn modeling works, in general, for everyone. The end of a turn, in and of itself, has no impact on the events that occur within the world.I like this example, because it shows the way it should work, assuming there are no interruptions. And for this circumstance, I'll say sure, what you describe makes sense. Implicitly, you've now told us how you understand one of the possible ways that might stop the jump being "immediately after" the run up: for you, the end of turn doesn't matter.
The answer for almost every case is that it depends on the specifics. If you're running north at a constant speed, and you (a) turn to fire your bow at an enemy to the east, is that going to mess up your momentum? Probably not. It's easy enough to visualize the scene, and there's no need to stop in order to fire (although it's significantly easier to visualize if you're using a short bow rather than a long bow). If you are instead running north at a constant speed and want to (a) swing your maul at an enemy you pass by, then that's going to be a bit trickier.What about (a) making an Attack action?
(b) Making an attack with a bonus action?
(c) Casting a spell?
(d) Making a reaction?
(e) Making a saving throw for half damage from a spell?
(f) Failing a saving throw for that matter?
(g) being attacked?
(h) taking damage?
It absolutely is. You are offering subjective interpretations at every turn, making decisions about how the world should work and not accepting the possibility that a well-meaning, clear-thinking person might reach a different decision.This isn't just a "for me" thing.
Based on your subjective assumptions about the efficacy of various weapons, two identical characters attempting the same action but with different weapons are judged differently. I have honestly never seen a DM insist on such arbitrariness. Your game, your rules, of course; but you know there are no rules in the PHB to support this.The answer for almost every case is that it depends on the specifics. If you're running north at a constant speed, and you (a) turn to fire your bow at an enemy to the east, is that going to mess up your momentum? Probably not. It's easy enough to visualize the scene, and there's no need to stop in order to fire (although it's significantly easier to visualize if you're using a short bow rather than a long bow). If you are instead running north at a constant speed and want to (a) swing your maul at an enemy you pass by, then that's going to be a bit trickier.
,because that's something a ninja could do.
, and the effects of moving through a fireball and suffering physical damage from magic or combatDoes (c) casting a spell require you to slow down while running? I don't see why it would.
. Your answer makes subjective, personal decisions about what's possible concerning momentum with no reference to the rules in the PHB or the DMG. Is "momentum" even used in these contexts? I don't think so. Does "being distracted by pain"? No. Does the way that damage is narrated when hit points are reduced? No.(e) usually means that there's a wave of fire washing over the area, as from a Fireball spell or a dragon's breath weapon. In either case, it doesn't apply a significant amount force, so it's down to how you describe damage - which canonically varies from table to table. Did half of your skin get burned off? Then you're probably too distracted from the pain to continue running. The same goes for taking damage (h) in general. Was it a narrow miss which only burned away your luck and plot armor? Then you're fine and it doesn't interrupt your momentum.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.