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<blockquote data-quote="N8Ball" data-source="post: 4903466" data-attributes="member: 63757"><p>Here are a couple definitions that I think are tripping some of us up.</p><p></p><p>General rules: Adventuring and Combat sections of the PHB and DMG (and small bits in other books)</p><p>This is how the game normally runs. How attacks are made, how movement and conditions are handled, actions types and when you can use them, etc. In the absence of contradictions, this gives us the baseline for how forced movement normally works, how cover and targeting normally works and so on. All the regular stuff.</p><p></p><p>Specific Rules: Racial abilities, Class, PP and ED features and powers and Feats.</p><p>These are the special sauce that break the general rules and provide exceptions to what is the normal way of doing things. </p><p>Not all feats and powers break the rules, skill training doesn't, Tide of Iron doesn't. It just has a push effect that is neatly described by the general rules.</p><p>But some powers and feats do. Dwarves use their second wind as a minor action despite how second wind normally works and Rogues with Fleeting Ghost can move quickly without the normal penalty. These are specific departures from the general rules, but it's ok because the standard was established. Specific beats general <strong>IF</strong> there is any conflict. (Yes, I know you don't think there's a conflict)</p></blockquote><p></p>
[QUOTE="N8Ball, post: 4903466, member: 63757"] Here are a couple definitions that I think are tripping some of us up. General rules: Adventuring and Combat sections of the PHB and DMG (and small bits in other books) This is how the game normally runs. How attacks are made, how movement and conditions are handled, actions types and when you can use them, etc. In the absence of contradictions, this gives us the baseline for how forced movement normally works, how cover and targeting normally works and so on. All the regular stuff. Specific Rules: Racial abilities, Class, PP and ED features and powers and Feats. These are the special sauce that break the general rules and provide exceptions to what is the normal way of doing things. Not all feats and powers break the rules, skill training doesn't, Tide of Iron doesn't. It just has a push effect that is neatly described by the general rules. But some powers and feats do. Dwarves use their second wind as a minor action despite how second wind normally works and Rogues with Fleeting Ghost can move quickly without the normal penalty. These are specific departures from the general rules, but it's ok because the standard was established. Specific beats general [B]IF[/B] there is any conflict. (Yes, I know you don't think there's a conflict) [/QUOTE]
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