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<blockquote data-quote="Journeymanmage" data-source="post: 4583802" data-attributes="member: 63814"><p>Sure there is... </p><p>PHB: pg 268</p><p>Player's turn begins:</p><p>-------------------</p><p>"When your turn comes up in the initiative order, it's time for you to act. Your turn has three parts: the start of your turn, the actions on your turn, and the end of your turn."</p><p></p><p><strong>The Start of Your Turn</strong></p><p>"Before you act, you keep track of certain effects. The start of your turn always takes place, even if you are unconscious, and it takes no time in the game world."</p><p>... </p><p>- Ongoing damage</p><p>- Regeneration</p><p>- <strong>Other Effects: </strong>Deal with any other effects that occur at the start of your turn.</p><p>- End Effects: Some effects end automatically at the start of your turn.</p><p>- No Actions: You can't take any actions at the start of your turn.</p><p>...</p><p><strong>Actions on Your Turn</strong></p><p>During your turn, you can take a few actions. .... </p><p>- Actions on Your Turn</p><p> -- Your Actions: You get the following three actions on your turn:</p><p> * Standard action</p><p> * Move action</p><p> * Minor action</p><p></p><p> -- Free action: You can take any number of free actions on your turn.</p><p> -- Any Order</p><p> -- Substitute Action</p><p> -- Extra Action: You can take an extra action by spending an action point (see pg 286) ~note: Spending an Action Point is a Free action~</p><p> -- Other Combatants' Actions</p><p> </p><p><strong>The End of Your Turn</strong></p><p></p><p>-----------------</p><p></p><p>Dazed (pg 276):</p><p>* Grant CA</p><p><strong>* You can take either a standard action, a move action, or a minor action on your turn. </strong></p><p>*You can't flank an enemy</p><p></p><p>-- Gelatinous Cube: Engulf: Ongoing 10 Acid damage and Dazed until escape.</p><p></p><p>-----</p><p></p><p>So the Cube has engulfed the target (we'll call him Bob) and Bob <strong>Dazed</strong>. </p><p>So on Bob's turn:</p><p>- Start Bob's turn (<strong>The Start of Your Turn)</strong></p><p> -- Ongoing Damage (in this case the Cube's 10 Acid)</p><p> -- Regeneration</p><p> -- Other effects: <strong>>Dazed<</strong> </p><p> -- End Effects: Not for dazed</p><p> -- No Actions: Can not use an action point yet.</p><p></p><p>Summary: Bob is Dazed and can not take any action until next "phase of turn" ... move to next "phase"</p><p>Status: Dazed and taking 10 Acid</p><p></p><p>- <strong>Actions on Your Turn</strong></p><p> Your Actions: You get the following three actions on your turn.</p><p>*Standard action</p><p>*Move action</p><p>*Minor action</p><p></p><p><strong>>Dazed< </strong>: You can either take a:</p><p>*Standard action /or/ *Move action /or/ *Minor action</p><p></p><p>Specific over-rides General. Bob is Dazed take >1< action.</p><p></p><p>Now here's where we have the "core" issue: (Bob being inside the Cube) <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>We are at the beginning of the "Actions on Your Turn" phase of Bob's turn.</p><p></p><p>Bob is Dazed, as such he is assigned only 1 action instead of 3. Bob can take any number of "free actions" on his turn. Spending an Action Point is a "free action" that gives him an action (Standard/Move/Minor).</p><p></p><p>-- The argument seems to be "Bob spends an AP to move/escape from the Cube. As he is free he gets all 3 of his actions."</p><p></p><p>The rules list implies: "Bob's gets his actions (x,y,z), but is Dazed so gets 1 action (x or y or z). Bob can spend an AP to get a 2nd action (x or y or z). Bob may spend these in any order." </p><p></p><p>The rules list does not say Bob gets 1 (x or y or z) action, Bob spends an AP to escape, Bob now gets back the 2 remaining (x, y or z type) actions.</p><p></p><p>---</p><p><strong>Summary </strong>the rules seem built in such a way that in this case:</p><p>Bob is dazed, during his turn he is given his standard allotment of 3 actions (standard/move/minor), but dazed reduces that to 1 action (standard or move or minor). The spending of the AP will give Bob another 1 action (Pick a standard or move or minor). Escaping does not restore the lost 2 actions.</p><p></p><p>If you follow the rules in the order they are written, Bob has 1 action, he gains a 2nd action if he spends an AP.</p><p></p><p>----</p><p>Now as a GM I don't have an issue playing it as Use an AP, escape (if skilled/lucky), then resolve Dazed and give Bob his full allotment of actions. But that's an opinion / personal GM style choice.</p><p></p><p>It's similar to a post a month or 2 ago ... </p><p>"Start of Your Turn"</p><p>Ongoing Damage</p><p>Regeneration</p><p>... etc.</p><p></p><p>Taking to Ongoing Damage could cancel Regeneration because the target is unconscious. (pg 293 Regen does not work if you are at 0 or less hp) Seems most people don't have an issue having Regeneration go before Ongoing Damage. ... works for my game.</p><p></p><p>Oh and just for completeness:</p><p></p><p>"Phase 3" of Taking Your Turn</p><p>- End of Your Turn</p><p> -- Saving Throws</p><p> -- Check Actions Spent</p><p> -- End Effects (Some effects end automatically at the end of your turn)</p><p> -- No Actions: (paraphrase): You're done now, nothing to see here, move along, move along.</p></blockquote><p></p>
[QUOTE="Journeymanmage, post: 4583802, member: 63814"] Sure there is... PHB: pg 268 Player's turn begins: ------------------- "When your turn comes up in the initiative order, it's time for you to act. Your turn has three parts: the start of your turn, the actions on your turn, and the end of your turn." [B]The Start of Your Turn[/B] "Before you act, you keep track of certain effects. The start of your turn always takes place, even if you are unconscious, and it takes no time in the game world." ... - Ongoing damage - Regeneration - [B]Other Effects: [/B]Deal with any other effects that occur at the start of your turn. - End Effects: Some effects end automatically at the start of your turn. - No Actions: You can't take any actions at the start of your turn. ... [B]Actions on Your Turn[/B] During your turn, you can take a few actions. .... - Actions on Your Turn -- Your Actions: You get the following three actions on your turn: * Standard action * Move action * Minor action -- Free action: You can take any number of free actions on your turn. -- Any Order -- Substitute Action -- Extra Action: You can take an extra action by spending an action point (see pg 286) ~note: Spending an Action Point is a Free action~ -- Other Combatants' Actions [B]The End of Your Turn[/B] ----------------- Dazed (pg 276): * Grant CA [B]* You can take either a standard action, a move action, or a minor action on your turn. [/B] *You can't flank an enemy -- Gelatinous Cube: Engulf: Ongoing 10 Acid damage and Dazed until escape. ----- So the Cube has engulfed the target (we'll call him Bob) and Bob [B]Dazed[/B]. So on Bob's turn: - Start Bob's turn ([B]The Start of Your Turn)[/B] -- Ongoing Damage (in this case the Cube's 10 Acid) -- Regeneration -- Other effects: [B]>Dazed<[/B] -- End Effects: Not for dazed -- No Actions: Can not use an action point yet. Summary: Bob is Dazed and can not take any action until next "phase of turn" ... move to next "phase" Status: Dazed and taking 10 Acid - [B]Actions on Your Turn[/B] Your Actions: You get the following three actions on your turn. *Standard action *Move action *Minor action [B]>Dazed< [/B]: You can either take a: *Standard action /or/ *Move action /or/ *Minor action Specific over-rides General. Bob is Dazed take >1< action. Now here's where we have the "core" issue: (Bob being inside the Cube) ;) We are at the beginning of the "Actions on Your Turn" phase of Bob's turn. Bob is Dazed, as such he is assigned only 1 action instead of 3. Bob can take any number of "free actions" on his turn. Spending an Action Point is a "free action" that gives him an action (Standard/Move/Minor). -- The argument seems to be "Bob spends an AP to move/escape from the Cube. As he is free he gets all 3 of his actions." The rules list implies: "Bob's gets his actions (x,y,z), but is Dazed so gets 1 action (x or y or z). Bob can spend an AP to get a 2nd action (x or y or z). Bob may spend these in any order." The rules list does not say Bob gets 1 (x or y or z) action, Bob spends an AP to escape, Bob now gets back the 2 remaining (x, y or z type) actions. --- [B]Summary [/B]the rules seem built in such a way that in this case: Bob is dazed, during his turn he is given his standard allotment of 3 actions (standard/move/minor), but dazed reduces that to 1 action (standard or move or minor). The spending of the AP will give Bob another 1 action (Pick a standard or move or minor). Escaping does not restore the lost 2 actions. If you follow the rules in the order they are written, Bob has 1 action, he gains a 2nd action if he spends an AP. ---- Now as a GM I don't have an issue playing it as Use an AP, escape (if skilled/lucky), then resolve Dazed and give Bob his full allotment of actions. But that's an opinion / personal GM style choice. It's similar to a post a month or 2 ago ... "Start of Your Turn" Ongoing Damage Regeneration ... etc. Taking to Ongoing Damage could cancel Regeneration because the target is unconscious. (pg 293 Regen does not work if you are at 0 or less hp) Seems most people don't have an issue having Regeneration go before Ongoing Damage. ... works for my game. Oh and just for completeness: "Phase 3" of Taking Your Turn - End of Your Turn -- Saving Throws -- Check Actions Spent -- End Effects (Some effects end automatically at the end of your turn) -- No Actions: (paraphrase): You're done now, nothing to see here, move along, move along. [/QUOTE]
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