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General Tabletop Discussion
*Dungeons & Dragons
If you use thunderstep but teleport less than 10 feet do you take damage?
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<blockquote data-quote="Irlo" data-source="post: 8585395" data-attributes="member: 7028372"><p>You won't find those explicit statements in the rules. A turn is not an explicitly defined duration. It is not explicitly 6 seconds, and it is not explicitly less than 6 seconds. And it doesn't matter, really. </p><p></p><p>There are implicit indications, though. In any given 6-second turn, a character's activity can include two reactions (one before the turn and one after the turn), any actions and movement taken during the turn, and all the smaller movements implied by other mechanics -- applying Dexterity modifiers to AC and making DEX saving throws, for example.</p><p></p><p>If the turn alone filled the entire round, there wouldn't be time for all the rest.</p><p></p><p>I think any of us would agree that the sequential action resolution in the initiative-based combat system leads to absurdities. I'm not sure why the absurdity of a quick reaction to a teleport effect is any more jarring than any of the rest of it. Turns are sequential, and turns can be interrupted by reactions, and even a combat with 60 participants takes about 6 seconds of game time. It's all preposterous when you dig into it looking for sense.</p></blockquote><p></p>
[QUOTE="Irlo, post: 8585395, member: 7028372"] You won't find those explicit statements in the rules. A turn is not an explicitly defined duration. It is not explicitly 6 seconds, and it is not explicitly less than 6 seconds. And it doesn't matter, really. There are implicit indications, though. In any given 6-second turn, a character's activity can include two reactions (one before the turn and one after the turn), any actions and movement taken during the turn, and all the smaller movements implied by other mechanics -- applying Dexterity modifiers to AC and making DEX saving throws, for example. If the turn alone filled the entire round, there wouldn't be time for all the rest. I think any of us would agree that the sequential action resolution in the initiative-based combat system leads to absurdities. I'm not sure why the absurdity of a quick reaction to a teleport effect is any more jarring than any of the rest of it. Turns are sequential, and turns can be interrupted by reactions, and even a combat with 60 participants takes about 6 seconds of game time. It's all preposterous when you dig into it looking for sense. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
If you use thunderstep but teleport less than 10 feet do you take damage?
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