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<blockquote data-quote="DracoSuave" data-source="post: 4586315" data-attributes="member: 71571"><p>Besides, -as written-, dazed is written like a restriction on how to spend actions, not as a change in how many actions you recieve. </p><p></p><p>By your interpretations, it also means if you have daze lifted off your turn you wouldn't get your immediate action back. (opportunity actions recharge every turn, tho, so you'd be fine) Why? Because that restriction is written -exactly the same way.- Therefore it is reasonable to rule that it -works- exactly the same way.</p><p></p><p>It's semantics, but in the end you ask the question 'Which is more fun, having a condition work even after deactivated, or having it so the choice to undo the condition results in freedom from that condition?'</p><p></p><p>In otherwords, is it more fun to allow players (and monsters) the chance to free themselves and have -that- be meaningful immediately, or is it more fun to have the player -remain obstensively dazed- until the start of their next turn?</p><p></p><p>If I were knocked prone, and I did an action to stand up, I did an action that removes that condition. If the DM said 'No, you're still suffering the prone penalties' after I -undid the condition- I'd probably accuse him of being some form of idiot. Same as if I were bloodied and someone healed me. If the DM said 'Well this OA against you does extra damage cause you were bloodied at the beginning of your turn.' That's DM Dickery and nothing more.</p><p></p><p>Essentially, that's the question. If you lift dazed, the only benefit they get until the beginning of their turn, as you guys are arguing, is that they don't grant combat advantage. Yet, they still lose a large heap of actions to a condition -they no longer suffer from.- That's not fun, guys. That's not even fair. That IS DM Dickery, and nothing more.</p><p></p><p>It's more tactical and more fun for -both sides- to allow effects that lift conditions to -actually lift the condition- and it makes more sense that way. It is more intuitive.</p><p></p><p>It's the way the semantics of the rules work, and it's the way the -spirit- of 4e rules work.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4586315, member: 71571"] Besides, -as written-, dazed is written like a restriction on how to spend actions, not as a change in how many actions you recieve. By your interpretations, it also means if you have daze lifted off your turn you wouldn't get your immediate action back. (opportunity actions recharge every turn, tho, so you'd be fine) Why? Because that restriction is written -exactly the same way.- Therefore it is reasonable to rule that it -works- exactly the same way. It's semantics, but in the end you ask the question 'Which is more fun, having a condition work even after deactivated, or having it so the choice to undo the condition results in freedom from that condition?' In otherwords, is it more fun to allow players (and monsters) the chance to free themselves and have -that- be meaningful immediately, or is it more fun to have the player -remain obstensively dazed- until the start of their next turn? If I were knocked prone, and I did an action to stand up, I did an action that removes that condition. If the DM said 'No, you're still suffering the prone penalties' after I -undid the condition- I'd probably accuse him of being some form of idiot. Same as if I were bloodied and someone healed me. If the DM said 'Well this OA against you does extra damage cause you were bloodied at the beginning of your turn.' That's DM Dickery and nothing more. Essentially, that's the question. If you lift dazed, the only benefit they get until the beginning of their turn, as you guys are arguing, is that they don't grant combat advantage. Yet, they still lose a large heap of actions to a condition -they no longer suffer from.- That's not fun, guys. That's not even fair. That IS DM Dickery, and nothing more. It's more tactical and more fun for -both sides- to allow effects that lift conditions to -actually lift the condition- and it makes more sense that way. It is more intuitive. It's the way the semantics of the rules work, and it's the way the -spirit- of 4e rules work. [/QUOTE]
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