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General Tabletop Discussion
*Dungeons & Dragons
5' step, partial actions and haste
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<blockquote data-quote="Magnus" data-source="post: 24859" data-attributes="member: 588"><p>as an aside (at the risk of derailing my own thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />):</p><p></p><p>all of this talk of retroactive AoOs and time paradoxes is exactly why i think we're viewing this concept from the wrong angle. consider this example (assuming, for the sake of argument, that u can only take one 5' step per round regardless of haste):</p><p></p><p>hastened spell caster takes 5' step and casts spell.</p><p>target makes his save and is unaffected</p><p>spell caster decides to move even further back to cast another spell</p><p>target gets AoO since the spell caster moved more than 5'</p><p></p><p>from the player's POV, the AoO happens retroactively and only because the caster made a second move after he found out that his first spell failed.</p><p></p><p>however, from the POV of the <strong>character</strong>, the spell caster would have had to have had the plan in mind, that if his first spell failed, he'd then make a second move further away, even if the <strong>player</strong> hadn't realised it yet. it is this forward planning that takes the character's attention away from battle momentarily, and causes him to provoke an AoO.</p><p></p><p>so while in our world, the attack is resolved retroactively, in the character's world, it actually happens when it should. we're the ones who are just a lil slow on the uptake <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>therefore, i don't think it adds complexity to the game to say that the basic rules still apply. i think that's the real Q here. (getting back to the main point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) does haste change the normal rules or not. i think no. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Magnus, post: 24859, member: 588"] as an aside (at the risk of derailing my own thread :)): all of this talk of retroactive AoOs and time paradoxes is exactly why i think we're viewing this concept from the wrong angle. consider this example (assuming, for the sake of argument, that u can only take one 5' step per round regardless of haste): hastened spell caster takes 5' step and casts spell. target makes his save and is unaffected spell caster decides to move even further back to cast another spell target gets AoO since the spell caster moved more than 5' from the player's POV, the AoO happens retroactively and only because the caster made a second move after he found out that his first spell failed. however, from the POV of the [B]character[/B], the spell caster would have had to have had the plan in mind, that if his first spell failed, he'd then make a second move further away, even if the [B]player[/B] hadn't realised it yet. it is this forward planning that takes the character's attention away from battle momentarily, and causes him to provoke an AoO. so while in our world, the attack is resolved retroactively, in the character's world, it actually happens when it should. we're the ones who are just a lil slow on the uptake ;) therefore, i don't think it adds complexity to the game to say that the basic rules still apply. i think that's the real Q here. (getting back to the main point :p) does haste change the normal rules or not. i think no. :( [/QUOTE]
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