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Can a spell be cast to cause non lethal damage?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6978890" data-attributes="member: 6677017"><p>One of the things I was thinking of in general that can resolve distaste for the retroactive effect applications in 5e, is to conceptually break up the sequence of an action and its effects to see how it works. (That is a horrible sentence, but I don't care enough to change it.)</p><p></p><p>1) Before you attack: Anything you have to declare here, is stuff that you are thinking about before you ever start swinging your weapon.</p><p>2) When you make an attack: This is when you first start maneuvering for that strike.</p><p>3) When you hit: This is before your weapon makes contact with your foe, but when you can see what the outcome is going to be. Swords are in air, people are parrying, and you can see, "I've got him!"</p><p>4) When you take damage: This point is when the weapon is hitting the armor, or getting very close, but still hasn't drawn blood. Similar to the previous one, just further along the way.</p><p>5) After damage has been applied: This is really when the sword cleaves into the flesh--the point where no class features are going to jump in and remove the damage without explicit magic. Everything up to that point can be zoomed into with a slow motion camera.</p><p></p><p>Some class features have even more options including things like, "after you see the result of the die, but before the DM tells you whether you hit or miss." They just represent zooming in even closer on the details (the example would be between 2 and 3).</p><p></p><p>I ran some Battle Master maneuvers through my mind that way and it seemed to work out pretty well conceptually.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6978890, member: 6677017"] One of the things I was thinking of in general that can resolve distaste for the retroactive effect applications in 5e, is to conceptually break up the sequence of an action and its effects to see how it works. (That is a horrible sentence, but I don't care enough to change it.) 1) Before you attack: Anything you have to declare here, is stuff that you are thinking about before you ever start swinging your weapon. 2) When you make an attack: This is when you first start maneuvering for that strike. 3) When you hit: This is before your weapon makes contact with your foe, but when you can see what the outcome is going to be. Swords are in air, people are parrying, and you can see, "I've got him!" 4) When you take damage: This point is when the weapon is hitting the armor, or getting very close, but still hasn't drawn blood. Similar to the previous one, just further along the way. 5) After damage has been applied: This is really when the sword cleaves into the flesh--the point where no class features are going to jump in and remove the damage without explicit magic. Everything up to that point can be zoomed into with a slow motion camera. Some class features have even more options including things like, "after you see the result of the die, but before the DM tells you whether you hit or miss." They just represent zooming in even closer on the details (the example would be between 2 and 3). I ran some Battle Master maneuvers through my mind that way and it seemed to work out pretty well conceptually. [/QUOTE]
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Can a spell be cast to cause non lethal damage?
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