D&D 5E If you use thunderstep but teleport less than 10 feet do you take damage?

And this is the weakness of your argument, that you need to invent planes as medium and invent rules about being stranded or at the edge of the field, but then which edge and why ?
I'm not inventing anything. As I showed.
The rule is clear and way simpler, the spell just fails, as written, completely, as it lacks a valid target.
Spells that target use the word target in their description. Teleport doesn't target.
By the way, the choice of the travel medium is not innocent, since by choosing one or the other, you are actually preventing teleportation to work on outer or inner planes, for example, and there is no reason for that.
Why? The planar set up is not what it was in 1e or 2e. The astral is connected to the ethereal and vice versa. You can travel from one to the other through color pools from the astral plane. Nothing says teleport can't access one or both whether on the prime material, inner or outer plane.
 

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I find it amusing and bemusing that whilst @Lyxen and @Maxperson disagree on how the Thunderstep works and how it interacts with the Antimagic Field, Max's reading of the spell's function makes more sense with Lyxen's reading of the antimagic situation and vice versa.

If disappearing and appearing are two separate evens (required for Lyxen's reading that the damage can take place between them) then it would also make some sense that the antimagic filed could block one but not the other depending on whether it happens in the field like Max argues. But if these are just facets of one event like Max initially argued, then certainly one cannot happen without the other, so the field will block both, as long as one is in the field, just like Lyxen says.

My reading is the latter. Teleportation is single event and cannot be subdivided. It either happens or it doesn't, and no events can occur midst of teleportation. I think this is consistent and matches the intended function of both spells under discussion, nor leads to a lot of speculative DM rulings about PCs being shunted into cosmic lost and found department due a teleport mishaps etc. Granted, one could see such an occurrence being a possibility as a feature rather than a bug.
 
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I'm not inventing anything. As I showed.

You showed that it needs a DM ruling to invent what happens if you try to teleport into an antimagic field. I don't, I just apply the simple rule from antimagic field that says that the teleportation fails if the destination is IN the sphere.

Spells that target use the word target in their description. Teleport doesn't target.

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Why? The planar set up is not what it was in 1e or 2e. The astral is connected to the ethereal and vice versa.

Uh no, where does this come from ? "The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes." So no outer planes there, for example and certainly no astral plane.

And on the diagram, they certainly don't touch each other by far:
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You can travel from one to the other through color pools from the astral plane. Nothing says teleport can't access one or both whether on the prime material, inner or outer plane.

Oh, so now you require not only one transitive plane, but two transitive planes to be able to teleport, and to go through color pools in addition. But still, for some reason, teleport only allows oyu to teleport within one plane. How complicated do you need to make it to work ?

As for me, it works in any cosmology, as described, you just move from one spot to another, in your dimension (hence dimension door), and don't visit others in passing when they are not mentioned. Spells in 5e only do what they say they do...
 



Thunderstep spell:

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

What if you only move yourself 10 feet, do you take damage from it?
You will at my table. (I'm hardly an authority on the subject, though.)
 

I think that an "instant" is an undefined unit of time. Events that occur instantaneously are effectively simultaneous for most purposes. But an instant is not indivisible, and instantaneous events can be sequenced. When not explicitly sequenced, as in thunder step, results are simultaneous.

As for the disappearance and reappearance, they are not separate events. IMO, there is a single event: a teleportation. You can't have one without the other. The two are inseparable and simultaneous.
 

5e uses the common usage of words unless it explicitly has a different definition. There is no other definition for teleport in 5e, so it uses the commonly understood real world definition, which is instant travel. Further, the teleport spell mentions instant travel, backing up the definition.
There's plenty of non-instantaneous teleportation in various fiction, for example in Star Trek it takes a few moments for characters to de-materialize and then re-materialize. The only real-life teleportation is quantum teleportation, and that transfers information at the speed of light, so not instantaneously.

So there's wiggle-room in how fast one can understand "teleportation" to be. The DM will have to decide what teleportation means in his D&D game.
 

There's plenty of non-instantaneous teleportation in various fiction, for example in Star Trek it takes a few moments for characters to de-materialize and then re-materialize. The only real-life teleportation is quantum teleportation, and that transfers information at the speed of light, so not instantaneously.
The speed of light is basically instantly in game terms. Instantaneous doesn't equate to no time at all in 5e.
 

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