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I was right about Shield Master
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<blockquote data-quote="pemerton" data-source="post: 7510281" data-attributes="member: 42582"><p>I wasn't focusing especially on the "hostile action" bit as that did not seem relevant to the work your example was doing.</p><p></p><p>My point is that the example plays out no differently whether the trigger is "hostile action", "make an attack", "take the attack action", etc. Whichever wording is used, the in-fiction trigger is the drawing of a sword, the nocking of an arrow, or whatever it might be. <em>I make an attack</em> connotes that sort of thing just as does <em>I take the attack action</em>; and if a character can ready an action that will be triggered by <em>taking the attack action</em> then it will likewise be triggered by <em>making an attack</em>.</p><p></p><p>5e has the standard difficulty of RPGs in expressing its rules for interrupts while trying to use language that straddles the fiction and the mechanics in a relaxed fashion. (CCGs have less of this issue because they have no fiction in the relevant sense.) You can see an example of this in the wording of the Shield spell. Consider the fiction of that spell: does it allow the magic to travel back in time? No - rather, the fiction is that the caster sees the sword coming, or the arrow flying, or whatever it might be, and conjures a magical barrier into existence. To ensure that, mechanically, the shield spell is resolved before the making of the attack (the d20 roll compared to AC) is resolved, the spell includes express wording that the AC bonus applies to the triggering attack even though, at the table, the d20 may well have been rolled before the casting of the spell is declared.</p><p></p><p>The rules for readied actions (Basic PDF, p 72) state that "When the trigger occurs, you can . . . take your reaction right after the trigger finishes". Which <em>in a CCG</em> would be bad for interruption. But those rules also state that "you decide what perceivable circumstance will trigger your reaction" - in other words, triggers are defined in terms of the <em>fiction</em>, not the <em>mechanics</em> (I take it as obvious that <em>perceivable</em> here means <em>by the character</em>, not <em>by the player</em>), and hence if you want to interrupt someone who <em>takes the attack action</em> or <em>makes an attack</em> or <em>takes a hostile action</em> your perceptible trigger is drawing the sword or nocking an arrow or whatever - a fictional state of affairs - and not <em>resolving a declared action</em> - which is a mechanical state of affairs.</p><p></p><p>But in any event, in thinking about these peculiarities of how RPGs handle interrupts, it's clear that <em>making an attack</em> and <em>taking an attack action</em> are not interestingly different. (It also reinforces the fact that 5e is not a "rules light" or "fiction first" game, at least where combat is concerned, as it has all these mechanical features of turn-based resolution that are closer to a CCG or boardgame even than to a traditional wargame, let alone a fiction-first RPG.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 7510281, member: 42582"] I wasn't focusing especially on the "hostile action" bit as that did not seem relevant to the work your example was doing. My point is that the example plays out no differently whether the trigger is "hostile action", "make an attack", "take the attack action", etc. Whichever wording is used, the in-fiction trigger is the drawing of a sword, the nocking of an arrow, or whatever it might be. [I]I make an attack[/I] connotes that sort of thing just as does [I]I take the attack action[/I]; and if a character can ready an action that will be triggered by [I]taking the attack action[/I] then it will likewise be triggered by [I]making an attack[/I]. 5e has the standard difficulty of RPGs in expressing its rules for interrupts while trying to use language that straddles the fiction and the mechanics in a relaxed fashion. (CCGs have less of this issue because they have no fiction in the relevant sense.) You can see an example of this in the wording of the Shield spell. Consider the fiction of that spell: does it allow the magic to travel back in time? No - rather, the fiction is that the caster sees the sword coming, or the arrow flying, or whatever it might be, and conjures a magical barrier into existence. To ensure that, mechanically, the shield spell is resolved before the making of the attack (the d20 roll compared to AC) is resolved, the spell includes express wording that the AC bonus applies to the triggering attack even though, at the table, the d20 may well have been rolled before the casting of the spell is declared. The rules for readied actions (Basic PDF, p 72) state that "When the trigger occurs, you can . . . take your reaction right after the trigger finishes". Which [I]in a CCG[/I] would be bad for interruption. But those rules also state that "you decide what perceivable circumstance will trigger your reaction" - in other words, triggers are defined in terms of the [I]fiction[/I], not the [I]mechanics[/I] (I take it as obvious that [I]perceivable[/I] here means [I]by the character[/I], not [I]by the player[/I]), and hence if you want to interrupt someone who [I]takes the attack action[/I] or [I]makes an attack[/I] or [I]takes a hostile action[/I] your perceptible trigger is drawing the sword or nocking an arrow or whatever - a fictional state of affairs - and not [I]resolving a declared action[/I] - which is a mechanical state of affairs. But in any event, in thinking about these peculiarities of how RPGs handle interrupts, it's clear that [I]making an attack[/I] and [I]taking an attack action[/I] are not interestingly different. (It also reinforces the fact that 5e is not a "rules light" or "fiction first" game, at least where combat is concerned, as it has all these mechanical features of turn-based resolution that are closer to a CCG or boardgame even than to a traditional wargame, let alone a fiction-first RPG.) [/QUOTE]
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