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If you use thunderstep but teleport less than 10 feet do you take damage?
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<blockquote data-quote="Lyxen" data-source="post: 8584975" data-attributes="member: 7032025"><p>And you still have not answered the question from your DM, a simple one: "Are you trying to get away from the caster's disappearance point as fast as you can ?"</p><p></p><p>You are obviously trying to screw with the system to prove a point, not playing the character in good faith, and the problem is that you don't understand the system, you are laying a tons of personal assumptions on top of a system which is very flexible.</p><p></p><p></p><p></p><p>And that's where you are failing, because you are not using RAW< you are using your personal vision of it, cluttered by so many pre-conceptions of yours that don't exist in the RAW, for example that readied actions are started by other actions, that the teleport disappearance and appearance are absolutely simultaneous (they are not, in the rules), that you can spend the whole round as a player, when all you get, RAW, is a turn, etc. Let go of your pre-conceptions and you will see that there are many other ways to play the system RAW than the ones that you are trying to impose on us.</p><p></p><p></p><p></p><p>I'm sorry, but as a player, saying that the trigger is the disappearance is perfectly legal, it's a perceivable circumstance. Do you deny this ?</p><p></p><p>After that, the thunder occurs AFTER the disapperance. Do you deny this ? I would be surprised, because it's written straight out in the spell description.</p><p></p><p>After that, the readied action INTERRUPTS the turn, without any other constraint, do you deny this ? It's again, written plainly in the RAW.</p><p></p><p>It does not work ONLY IN YOUR MIND because you have all the preconceptions about instantaneity and effects needing to complete THAT ARE NOWHERE IN THE RULES.</p><p></p><p>So please, if you want to discuss the RAW, don't invent rules which are not in there.</p><p></p><p></p><p></p><p>Sage Advice said NOTHING about this, sorry, you have zero backing here, the only thing it said is that sentinel triggers after an attack, because it's the perceivable circumstance, and in any case an attack roll and a damage roll are part of the attack. Please explain how the thunder is part of the disappearance when the spell EXPLICITELY says that it comes AFTER it. Once more, you are stuck on the ruts of "one spell = one action = indivisible", which is NOWHERE in the rules.</p><p></p><p></p><p></p><p>It is the correct decision if you don't add personal rules on the RAW, like you've been doing since the start of this discussion, many examples of this above.</p><p></p><p></p><p></p><p>The problem is that, before this, you are engaging in adversarial playing, trying to screw the system and the DM by not answering ONE SIMPLE QUESTION. Just answer it.</p><p></p><p></p><p></p><p>No, it does not, once more, you are inventing things. The rules simply say: " A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other."</p><p></p><p>WHERE DOES IT SAY THAT YOUR TURN LASTS A COMPLETE ROUND ? It says exactly the contrary, actually, everyone takes a turn, in sequence, so your turn is OVER when played until the next round.</p><p></p><p>You are, once more, completely inventing things.</p><p></p><p></p><p></p><p>Simple example: On your TURN, you walk 30 feet up to an opponent. Then an opponent hits you, causing to go down, and then moves 30 feet. End of round. Are you going to pretend that you spent 6 seconds walking your 30 feet, and that because of that, your opponent had to move his own 30 feet instantly because you "ate" all the six seconds of the round in your turn ?</p><p></p><p>It's ridiculous, because although some actions can be described as happening in parallel, sometimes there IS a sequence. In the example above, you are 30 feet away from where you started, right where the opponent was, and that opponent is 30 feet away from your body. All of that happened in about 6 seconds, so there is NO WAY you spend all that time moving your first 30 feet.</p><p></p><p></p><p></p><p>In the extremely simple example above, I have proven to you that your turn was less than 6 seconds long, extremely easily, in a case where there are only two opponents. The problem is that you don't really understand how all of this can work, you are playing using only your own personal rules and constraints on top of the RAW. These personal rules DO NOT EXIST for other players who only read the system. Don't impose them on us, they have no value, and they would constrain us for no reason, especially since they are not in the rules, only in your personal interpretation of them because you need structure and a level of verisimilitude that suits you, for your games. But others don't need it.</p><p></p><p></p><p></p><p>And this is again the problem, you want absolute rulings, but this is not how the system works, never has. For it to work, there is no overall sequencing of actions, just an overall sequencing of RESOLUTION, with constraints only appearing when necessary, not all the time.</p><p></p><p>My example above sequences things only for these two combattants. Most of them are NOT affected by that sequence, and can have their actions overlapping and occurring in parallel without any problem whatsoever. But in some cases, there is a clear sequence, and you need to recognise this, as in the example above.</p><p></p><p>The system is extremely flexible, you are the one trying to screw it up by introducing extraneous constraints that don't exist in the rules. The system, as described in the RAW, allows for all sort of heroic actions, including readied actions happening in an instant, with superhuman reflexes. If you want to forbid them in your games by adding more constraints, do it, but don't pretend that these interdictions are part of the rules. They are not and you have been unable to prove ANY of them so far.</p><p></p><p></p><p></p><p>And this is EXACTLY what the rules say. The readied action is taken "right after the trigger finishes", not after the action finishes, not after the spell finishes. That is the rule, and you have been unable to find a shred of evidence proving otherwise, simply because there is not any.</p><p></p><p>And further proof is in the reaction section: "If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction." So the turn of the caster continues right after the reaction, easy, simple, visual, and causing absolutely no problem except with people like you who want to create additional non-existing constraints about spells or actions needing to finish.</p><p></p><p></p><p></p><p>You really need to read the rules:</p><ul> <li data-xf-list-type="ul">"When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature."</li> <li data-xf-list-type="ul">" If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."</li> </ul><p>Sentinel is a standard reaction, so it occurs after its trigger finishes, as explained in the SAC.</p><p></p><p>Now, some reactions are even quicker than this and can interrupt THE TRIGGER ("For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers."), so if you had such a reaction based on the disappearance, it would actually interrupt the disappearance.</p><p></p><p>I'll give you one more based on shield, someone casts a Magic Missile at you, an instantaneous effect. And it can occur when you are "targeted by the magic missile spell", even if you are not even aware that the spell has been cast ! So even if you are totally oblivious of the casting, when you are targeted and the spell is cast and the missiles are instantaneously flying towards you, you can still interrupt that with a casting of shield and prevent the spell. If it's not interrupting an instantaneous effect, I don't know what it is.</p><p></p><p>So it's one more proof that reactions can interrupt instantaneous effects, that one can even interrupt its trigger, since it's so fast. Most are slightly slower, they don't interrupt the trigger, they just interrupt the rest of the sequence, but are still just after the trigger finishes, as specified clearly in both the PH and the DMG.</p><p></p><p></p><p></p><p>I'm sorry, I'm a normal human being (despite quite a lot of combat training and thousands of hours of LARPing), so I don't have sentinel as a feat. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>But some of my characters to (I love tanks), and when it happens, it happens as per the rules above.</p><p></p><p></p><p></p><p>Yeah, right, I'm sure you are the best game designer out here and you could do much better. In the meantime, I thought we were discussing the RAW, so too bad, if you want to discuss them, you have to take them as they are. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>And the problem is that you are the only one considering that they are "badly written", not because they are truly that way (they are not perfect, but it's still the most popular TTRPG ever by a huge margin, millions play it, many more millions than any other game before or since, and lots of people have no problem with them), but because they don't say what you WISH they would say.</p><p></p><p>And I'm happy they don't because the game that you wish is much more constrained by YOUR vision of verisimilitude, which is NOT the one that I want for my games. I'm perfectly happy with the way they are written, it's by far the best edition of D&D ever for our groups, because they are so open and conducive to heroic play.</p><p></p><p></p><p></p><p>And, once more, you have totally failed to prove that, in the RAW, an instant effect cannot be interrupted. Since the game places no limits on interruptions, it just shows that your interpretation is wrong.</p><p></p><p>Moreover, I have shown to you that there are other examples, for example the counterspelling of a counterspell, which is perfectly legal, you interrupt an instantaneous counterspell. It's ni the RAW, and even in the Sage Advice Compendium, and it is even more remarkable because it restores a spell that was previously thought to be interrupted. Everything is instantaneous in there, from the original fireball being cast to the two counterspells being used as reactions. And they still interrupt each other, and if there were other participants, they could continue that counterspell chain as long as they had reactions, interrupting each other in the middle of instantaneous reactions. Face it, you have trouble with the concept, but it's plainly there in the rules.</p><p></p><p>And another example with the magic missile above, by the way, very simple one.</p><p></p><p>In your games, you can totally say that instant effects cannot be interrupted, but it's not RAW, please stop trying to impose that personal peeve of yours on us.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8584975, member: 7032025"] And you still have not answered the question from your DM, a simple one: "Are you trying to get away from the caster's disappearance point as fast as you can ?" You are obviously trying to screw with the system to prove a point, not playing the character in good faith, and the problem is that you don't understand the system, you are laying a tons of personal assumptions on top of a system which is very flexible. And that's where you are failing, because you are not using RAW< you are using your personal vision of it, cluttered by so many pre-conceptions of yours that don't exist in the RAW, for example that readied actions are started by other actions, that the teleport disappearance and appearance are absolutely simultaneous (they are not, in the rules), that you can spend the whole round as a player, when all you get, RAW, is a turn, etc. Let go of your pre-conceptions and you will see that there are many other ways to play the system RAW than the ones that you are trying to impose on us. I'm sorry, but as a player, saying that the trigger is the disappearance is perfectly legal, it's a perceivable circumstance. Do you deny this ? After that, the thunder occurs AFTER the disapperance. Do you deny this ? I would be surprised, because it's written straight out in the spell description. After that, the readied action INTERRUPTS the turn, without any other constraint, do you deny this ? It's again, written plainly in the RAW. It does not work ONLY IN YOUR MIND because you have all the preconceptions about instantaneity and effects needing to complete THAT ARE NOWHERE IN THE RULES. So please, if you want to discuss the RAW, don't invent rules which are not in there. Sage Advice said NOTHING about this, sorry, you have zero backing here, the only thing it said is that sentinel triggers after an attack, because it's the perceivable circumstance, and in any case an attack roll and a damage roll are part of the attack. Please explain how the thunder is part of the disappearance when the spell EXPLICITELY says that it comes AFTER it. Once more, you are stuck on the ruts of "one spell = one action = indivisible", which is NOWHERE in the rules. It is the correct decision if you don't add personal rules on the RAW, like you've been doing since the start of this discussion, many examples of this above. The problem is that, before this, you are engaging in adversarial playing, trying to screw the system and the DM by not answering ONE SIMPLE QUESTION. Just answer it. No, it does not, once more, you are inventing things. The rules simply say: " A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other." WHERE DOES IT SAY THAT YOUR TURN LASTS A COMPLETE ROUND ? It says exactly the contrary, actually, everyone takes a turn, in sequence, so your turn is OVER when played until the next round. You are, once more, completely inventing things. Simple example: On your TURN, you walk 30 feet up to an opponent. Then an opponent hits you, causing to go down, and then moves 30 feet. End of round. Are you going to pretend that you spent 6 seconds walking your 30 feet, and that because of that, your opponent had to move his own 30 feet instantly because you "ate" all the six seconds of the round in your turn ? It's ridiculous, because although some actions can be described as happening in parallel, sometimes there IS a sequence. In the example above, you are 30 feet away from where you started, right where the opponent was, and that opponent is 30 feet away from your body. All of that happened in about 6 seconds, so there is NO WAY you spend all that time moving your first 30 feet. In the extremely simple example above, I have proven to you that your turn was less than 6 seconds long, extremely easily, in a case where there are only two opponents. The problem is that you don't really understand how all of this can work, you are playing using only your own personal rules and constraints on top of the RAW. These personal rules DO NOT EXIST for other players who only read the system. Don't impose them on us, they have no value, and they would constrain us for no reason, especially since they are not in the rules, only in your personal interpretation of them because you need structure and a level of verisimilitude that suits you, for your games. But others don't need it. And this is again the problem, you want absolute rulings, but this is not how the system works, never has. For it to work, there is no overall sequencing of actions, just an overall sequencing of RESOLUTION, with constraints only appearing when necessary, not all the time. My example above sequences things only for these two combattants. Most of them are NOT affected by that sequence, and can have their actions overlapping and occurring in parallel without any problem whatsoever. But in some cases, there is a clear sequence, and you need to recognise this, as in the example above. The system is extremely flexible, you are the one trying to screw it up by introducing extraneous constraints that don't exist in the rules. The system, as described in the RAW, allows for all sort of heroic actions, including readied actions happening in an instant, with superhuman reflexes. If you want to forbid them in your games by adding more constraints, do it, but don't pretend that these interdictions are part of the rules. They are not and you have been unable to prove ANY of them so far. And this is EXACTLY what the rules say. The readied action is taken "right after the trigger finishes", not after the action finishes, not after the spell finishes. That is the rule, and you have been unable to find a shred of evidence proving otherwise, simply because there is not any. And further proof is in the reaction section: "If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction." So the turn of the caster continues right after the reaction, easy, simple, visual, and causing absolutely no problem except with people like you who want to create additional non-existing constraints about spells or actions needing to finish. You really need to read the rules: [LIST] [*]"When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature." [*]" If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action." [/LIST] Sentinel is a standard reaction, so it occurs after its trigger finishes, as explained in the SAC. Now, some reactions are even quicker than this and can interrupt THE TRIGGER ("For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers."), so if you had such a reaction based on the disappearance, it would actually interrupt the disappearance. I'll give you one more based on shield, someone casts a Magic Missile at you, an instantaneous effect. And it can occur when you are "targeted by the magic missile spell", even if you are not even aware that the spell has been cast ! So even if you are totally oblivious of the casting, when you are targeted and the spell is cast and the missiles are instantaneously flying towards you, you can still interrupt that with a casting of shield and prevent the spell. If it's not interrupting an instantaneous effect, I don't know what it is. So it's one more proof that reactions can interrupt instantaneous effects, that one can even interrupt its trigger, since it's so fast. Most are slightly slower, they don't interrupt the trigger, they just interrupt the rest of the sequence, but are still just after the trigger finishes, as specified clearly in both the PH and the DMG. I'm sorry, I'm a normal human being (despite quite a lot of combat training and thousands of hours of LARPing), so I don't have sentinel as a feat. :p But some of my characters to (I love tanks), and when it happens, it happens as per the rules above. Yeah, right, I'm sure you are the best game designer out here and you could do much better. In the meantime, I thought we were discussing the RAW, so too bad, if you want to discuss them, you have to take them as they are. :p And the problem is that you are the only one considering that they are "badly written", not because they are truly that way (they are not perfect, but it's still the most popular TTRPG ever by a huge margin, millions play it, many more millions than any other game before or since, and lots of people have no problem with them), but because they don't say what you WISH they would say. And I'm happy they don't because the game that you wish is much more constrained by YOUR vision of verisimilitude, which is NOT the one that I want for my games. I'm perfectly happy with the way they are written, it's by far the best edition of D&D ever for our groups, because they are so open and conducive to heroic play. And, once more, you have totally failed to prove that, in the RAW, an instant effect cannot be interrupted. Since the game places no limits on interruptions, it just shows that your interpretation is wrong. Moreover, I have shown to you that there are other examples, for example the counterspelling of a counterspell, which is perfectly legal, you interrupt an instantaneous counterspell. It's ni the RAW, and even in the Sage Advice Compendium, and it is even more remarkable because it restores a spell that was previously thought to be interrupted. Everything is instantaneous in there, from the original fireball being cast to the two counterspells being used as reactions. And they still interrupt each other, and if there were other participants, they could continue that counterspell chain as long as they had reactions, interrupting each other in the middle of instantaneous reactions. Face it, you have trouble with the concept, but it's plainly there in the rules. And another example with the magic missile above, by the way, very simple one. In your games, you can totally say that instant effects cannot be interrupted, but it's not RAW, please stop trying to impose that personal peeve of yours on us. [/QUOTE]
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If you use thunderstep but teleport less than 10 feet do you take damage?
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