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General Tabletop Discussion
*Dungeons & Dragons
Can you CHOOSE to turn your spell into a full-round action?
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<blockquote data-quote="CRGreathouse" data-source="post: 145358" data-attributes="member: 474"><p>OK, I'll take this. I'm a big fan of applying math to D&D (for my own entertainment, usually <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />), so basic algebra or formal logic wouldn't be a problem.</p><p></p><p>Your assumptions are wrong, though. </p><p></p><p>"Standard A = MEA + Partial A"</p><p>This is incorrect. See the definition of a partial action - you can't normally choose to take a partial action. For the time being, though, I'll assume you mean that you can take an action and move/MEA in the same round.</p><p></p><p>"Standard A = MEA + MEA"</p><p>Close, close, but no cigar. Try this:</p><p>"Standard action -> MEA + MEA"</p><p></p><p>You can substitute a "smaller" action for a "larger" one, but not the other way around. For example, you can choose to take a MEA as your entire action for a round instead of (say) a full attack. You couldn't take a full attack instead of a MEA, though!</p><p></p><p>"MEA + Partial A = MEA + MEA"</p><p>This step is fine, except that it's based on flawed premises.</p><p></p><p>"Partial A = MEA"</p><p>Ditto.</p><p></p><p>"Standard A = Partial A + Partial A"</p><p>This step is wrong, not only because it's based on incorrect assumptions, but bnecause D&D doesn't let you recombine actions. A fighter/wizard who casts <em>haste</em> on him/herself can't take the remaining MEA and combine it with the partial action to get a full attack.</p><p></p><p></p><p>Actually, if you have anything worked up I'd love to see it. Quantum mechanics isn't my field (by a long shot), but I have a fair understanding of how it works after a longtime fascination.</p><p></p><p></p><p>None of these are technically correct. You realize that actions taken on a turn have really been happening through the full 6 seconds, and that the "turns" mechanic is just a simplification of this? Good.</p><p></p><p>You only start to fall on your turn, giving you time to cast it as a free action - on your turn. This is the way the rules work, and is a natural result of using discrete rounds instead of flowing time - which would be more trouble than it's worth, requiring a complete re-working of the rules.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 145358, member: 474"] OK, I'll take this. I'm a big fan of applying math to D&D (for my own entertainment, usually :D), so basic algebra or formal logic wouldn't be a problem. Your assumptions are wrong, though. "Standard A = MEA + Partial A" This is incorrect. See the definition of a partial action - you can't normally choose to take a partial action. For the time being, though, I'll assume you mean that you can take an action and move/MEA in the same round. "Standard A = MEA + MEA" Close, close, but no cigar. Try this: "Standard action -> MEA + MEA" You can substitute a "smaller" action for a "larger" one, but not the other way around. For example, you can choose to take a MEA as your entire action for a round instead of (say) a full attack. You couldn't take a full attack instead of a MEA, though! "MEA + Partial A = MEA + MEA" This step is fine, except that it's based on flawed premises. "Partial A = MEA" Ditto. "Standard A = Partial A + Partial A" This step is wrong, not only because it's based on incorrect assumptions, but bnecause D&D doesn't let you recombine actions. A fighter/wizard who casts [i]haste[/i] on him/herself can't take the remaining MEA and combine it with the partial action to get a full attack. Actually, if you have anything worked up I'd love to see it. Quantum mechanics isn't my field (by a long shot), but I have a fair understanding of how it works after a longtime fascination. None of these are technically correct. You realize that actions taken on a turn have really been happening through the full 6 seconds, and that the "turns" mechanic is just a simplification of this? Good. You only start to fall on your turn, giving you time to cast it as a free action - on your turn. This is the way the rules work, and is a natural result of using discrete rounds instead of flowing time - which would be more trouble than it's worth, requiring a complete re-working of the rules. [/QUOTE]
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Can you CHOOSE to turn your spell into a full-round action?
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