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<blockquote data-quote="DracoSuave" data-source="post: 4925613" data-attributes="member: 71571"><p>Except Precision explicitly calls on those abilities.</p><p></p><p></p><p></p><p></p><p></p><p>High crit is a rule. Powers do not say you can deal extra damage with stuff like that. Therefore -by your logic- they can only do the damage listed and no more.</p><p></p><p>That logic is incorrect.</p><p></p><p>That's the point, it's called a disproof by counterexample.</p><p></p><p></p><p></p><p>Please point this contradiction out. Holy Ardor doesn't say -anything- about not applying Precision.</p><p></p><p></p><p></p><p>Charge is a rule. Basic Melee Attack is a power. Therefore -by your logic- the power takes precidence and you can't BMA unless you have a standard action free.</p><p></p><p>Again, another disproof by counterexample of your claim that powers automaticly trump rules.</p><p></p><p></p><p></p><p>They are examples of powers taking precedence over the rules in the exact same manner you claim that critical-hit altering abilities would take precedent over Precision.</p><p></p><p></p><p></p><p>Yes they do. They change what can garner a critical hit. So you have the range noted instead of Natural 20.</p><p></p><p>I thought that was obvious.</p><p></p><p></p><p></p><p>Except that's not how it works at all.</p><p></p><p></p><p></p><p>That's not the case in this game, however, and never has been. In this, and every case where Precision applies, specific -is- trumping a rule... the rule of where critical hits can occur. And that is fine. But it doesn't trump Precision, which is the rule that flat out governs -how those exceptions work.- Changing the range doesn't except Precision, only where you can critical hit. </p><p></p><p>This shouldn't be difficult, as the entire PHB is filled with rules that tell you how to adjudicate exceptions. Precision is just one of many: Forced Movement, Teleportation, how bonuses stack (more accurately, how they don't stack), the list goes on and on. </p><p></p><p>Every single one of those is an exception to some other rule. Forced movement is an exception to how a creature must use an action to move (amongst other things), Teleportation is an exception to how a creature moves through squares or attracts Opportunity Actions, bonuses are -themselves- exceptions to how the rules for anything -involving- the rolls they modify work, and so on and so forth.</p><p></p><p>So, yes, you -can- have rules that govern what exceptions may and may not do, and those rules must -themselves- be excepted specificly in order to not apply. Otherwise you do -not- have a contradiction, you simply have to follow the rules.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4925613, member: 71571"] Except Precision explicitly calls on those abilities. High crit is a rule. Powers do not say you can deal extra damage with stuff like that. Therefore -by your logic- they can only do the damage listed and no more. That logic is incorrect. That's the point, it's called a disproof by counterexample. Please point this contradiction out. Holy Ardor doesn't say -anything- about not applying Precision. Charge is a rule. Basic Melee Attack is a power. Therefore -by your logic- the power takes precidence and you can't BMA unless you have a standard action free. Again, another disproof by counterexample of your claim that powers automaticly trump rules. They are examples of powers taking precedence over the rules in the exact same manner you claim that critical-hit altering abilities would take precedent over Precision. Yes they do. They change what can garner a critical hit. So you have the range noted instead of Natural 20. I thought that was obvious. Except that's not how it works at all. That's not the case in this game, however, and never has been. In this, and every case where Precision applies, specific -is- trumping a rule... the rule of where critical hits can occur. And that is fine. But it doesn't trump Precision, which is the rule that flat out governs -how those exceptions work.- Changing the range doesn't except Precision, only where you can critical hit. This shouldn't be difficult, as the entire PHB is filled with rules that tell you how to adjudicate exceptions. Precision is just one of many: Forced Movement, Teleportation, how bonuses stack (more accurately, how they don't stack), the list goes on and on. Every single one of those is an exception to some other rule. Forced movement is an exception to how a creature must use an action to move (amongst other things), Teleportation is an exception to how a creature moves through squares or attracts Opportunity Actions, bonuses are -themselves- exceptions to how the rules for anything -involving- the rolls they modify work, and so on and so forth. So, yes, you -can- have rules that govern what exceptions may and may not do, and those rules must -themselves- be excepted specificly in order to not apply. Otherwise you do -not- have a contradiction, you simply have to follow the rules. [/QUOTE]
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