D&D 5E The Gloves Are Off?

Irlo

Hero
The same length as any other action. If it were longer, it would say so.
I lean the the other direction. If the intention was for all actions to have precisely the same duration, the rules would say so. There's no reason other than personal preference (IMO) to imagine such an iron-bound constraint.
If it were shorter, it would be a bonus action or reaction.
Bonus actions are additional actions, not necessarily shorter ones -- unless one has a personal preference that every bonus action be shorter than every action. It's not required or even implied by the text.
 

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Maxperson

Morkus from Orkus
Bonus actions are additional actions, not necessarily shorter ones -- unless one has a personal preference that every bonus action be shorter than every action. It's not required or even implied by the text.
"BONUS ACTION
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."

It doesn't say it explicitly on page 189 under bonus actions, but if you look at the sort of things you get with a bonus action, they're usually pretty quick things. If they took as long as an action, you'd just get two actions.

"Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action."

"Eagle. While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease."

Then there are all the bonus actions to command something(pretty quick).

Nothing I can see indicates that it takes as long as an action.
 

tetrasodium

Legend
Supporter
Epic
I don't see any violation of the three steps. Step two says "players".
Steps one and three do not. These are incapable of occurring during any other step
shield: Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
uncanny dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Also as an instantaneous reaction a player casting counterspell likewise is incapable of triggering at any point other than while the GMis describing a creature casting it
Players should not expect ANYTHING to be final until step 2 has resolved.

The hit or spell is a potential hit or spell until the DM has determined that no one is doing anything about it and moves on to step 3 - at which point it is too late to interject.

In practice, and this MAY be irritating if you run a lot of tables, the DM needs to determine if any PC has interrupt abilities and has to account for that accordingly.

If there ARE interrupts available at the table (and at mid high level play, they are invetable), The DM is best served by making sure he accounts for them BEFORE moving to step 3, but also making players aware that once step 3 comes (The DM dictating the results) it's too late for further reactions etc.
Except there are a bunch of reaction abilities that can only trigger outside of step2 because the conditions for their activation are incapable of occurring during step2.
 

Mort

Legend
Supporter
Steps one and three do not. These are incapable of occurring during any other step
shield: Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
uncanny dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Also as an instantaneous reaction a player casting counterspell likewise is incapable of triggering at any point other than while the GMis describing a creature casting it

Except there are a bunch of reaction abilities that can only trigger outside of step2 because the conditions for their activation are incapable of occurring during step2.

Abilities such as?

Edit: realized you properly named some, let me respond to that.
 
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Voadam

Legend
Nothing I can see indicates that it takes as long as an action.
That depends on the bonus action and the action. RAW it is something that varies. :)

FLURRY OF BLOWS
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

So from 2nd level to 4th that bonus action can do twice as many attacks as the attack action. From 5th on it is even.
 

tetrasodium

Legend
Supporter
Epic
Abilities such as?



Bunny Ricky GIF by The Secret Life Of Pets

You literally quoted me listing some that I mentioned quoted and even linked in 1043....
 

Voadam

Legend
Instead of hammering your personal interpretation & expressing frustration that your personal interpretation is not taken as a solution for all things why not explain how these abilities fit within the three steps of the playloop where they trigger outside of step2 without violating the purely mechanical playloop when the player interrupts the gm during step3 to nosell it.
I will give this a shot. :)

Your citation to the three basic step play loop on that first DNDBeyond link sets up the general rule for how things typically are designed to run in 5e D&D.

I agree.

However lower down in that same rules section you also have this.

"Specific Beats General"

"This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins."

Reaction abilities and spells are specific mechanical exceptions to the general rule of the three step resolution process.
 
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Mort

Legend
Supporter
Steps one and three do not. These are incapable of occurring during any other step
shield: Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
uncanny dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Also as an instantaneous reaction a player casting counterspell likewise is incapable of triggering at any point other than while the GMis describing a creature casting it

Except there are a bunch of reaction abilities that can only trigger outside of step2 because the conditions for their activation are incapable of occurring during step2.
Shield: The hit is a potential hit, you do not advance to step 3 (description) until it is an actual hit or an actual miss. Once that's resolved proceed to step 3.

Uncanny Dodge: the damage is potential damage and you do not advance to step 3 until it is actual damage. The amount of potential damage is declared, the player declares uncanny dodge - actual damage is assessed. Proceed to step 3.

Counterspell: The DM declares the Baddie is casting a spell. Player declares counterspell, if Baddie is a caster he may ALSO then use his reaction. Each counterspell is resolved to see if it's successful (even if the 1st isn't, baddie still loses the spell slot). After resolution proceed to step 3.

Seems to me, the only problem is if the DM jumps to step 3 early:

DM: The Monster hits for 20 points of damage and nearly guts you!
Player: No he didn't.
DM: OK, guess I have to back up.

That's too early and both looks clunky and requires a weird retcon.

But if you just make sure to resolve all proper actions in step 2, that does not happen:

DM: The bugbear will hit you unless you can do something about it..
Player: I cast shield, my AC is 20 for this and the rest of the round.
DM: Ok then. The bugbears morningstar clangs off your shield, that was close!

or of course:

DM: The bugbear will hit you unless you can do something about it..
Player: I cast shield, my AC is 20 for this and the rest of the round.
DM: Ok then. You can't get the shield up quite in time - the bugbear's morningstar impacts for 11 HP of damage.

Step 3 does not occur until after the reaction is resolved. And in play it's fairly smooth, it's actually more clunky typed out than in play.
 


Maxperson

Morkus from Orkus
That depends on the bonus action and the action. RAW it is something that varies. :)

FLURRY OF BLOWS
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

So from 2nd level to 4th that bonus action can do twice as many attacks as the attack action. From 5th on it is even.
Ever watch Kung Fu movies? The whole point of flurry of blows is that the strikes are very, very fast. :)
 

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