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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="Lyxen" data-source="post: 8588361" data-attributes="member: 7032025"><p>Yes, it's used in spells, as per the definition that I posted, meaning "in an instant". This is the RAW.</p><p></p><p></p><p>What I'm saying is that over a short distance, it might be as fast for a combattant to just hurry there in a flash than waiting for a star trek-like teleport where you rather slowly fade out and in, with possibly some time in the transfer itself. Both of these happening "in an instant".</p><p></p><p></p><p></p><p>How fast is the sound in your game world ? Is it always the same one ? Is it influenced by air pressure ? Because, that in turn, depends on the gravity and we <u>know</u> that gravity is not that of the real world in D&D, see for instance Spelljammer gravity which is official in 5e.</p><p></p><p>There are a lot of things that can work very differently. Moreover, the speed of sound might not even be relevant, if the fade out is relatively slow, the boom might allow enough time to roll out the the way, 15 feet is honestly not that far at all, even at my age I can manage a judo lunge, fall and rise to be more than 15 feet away in a blink.</p><p></p><p>There are so many explanations, like the fact that, although it's in an instance, it's not really a sonic boom damaging people (it would be silly for it to be in a cubic shape after all, and to stop abruptly out of that cube), maybe it's just magic creating a boom inside the boundary, and that part of the magic needs an instant to build up, giving time for someone to roll out of the way.</p><p></p><p>In any case, it very cinematic.</p><p></p><p></p><p></p><p>First, it's not written as sequential, it's written as simultaneous (cf. the snippet that I sent you a few posts back). The resolution of the turns is sequential, but I hope that you are not still advocating that every combattant is freezing in place until it's his turn to act ?</p><p></p><p>This is why I don't have a problem with it at all, and why it poses me no difficulty whatsoever to have globally simultaneous action with sometimes sequential events influencing the whole narration.</p><p></p><p>But it causes YOU a problem, possibly with the freezing problem above, but with the duration of the rounds, since you are pretending that turns are all 6 seconds long like the rounds, which would cause the rounds' lengths to be not "about six seconds" but six seconds times the number of combattants...</p><p></p><p></p><p></p><p>See above, you have no proof that disappearance, or reappearance, or transfer, or boom, or whatever is that fast. The only thing that we know is that it happens in an instant that is too quick for it to be caught by a dispelling. And if you are discussing the RAW, all your other personal preferences and hypothesis are irrelevant.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8588361, member: 7032025"] Yes, it's used in spells, as per the definition that I posted, meaning "in an instant". This is the RAW. What I'm saying is that over a short distance, it might be as fast for a combattant to just hurry there in a flash than waiting for a star trek-like teleport where you rather slowly fade out and in, with possibly some time in the transfer itself. Both of these happening "in an instant". How fast is the sound in your game world ? Is it always the same one ? Is it influenced by air pressure ? Because, that in turn, depends on the gravity and we [U]know[/U] that gravity is not that of the real world in D&D, see for instance Spelljammer gravity which is official in 5e. There are a lot of things that can work very differently. Moreover, the speed of sound might not even be relevant, if the fade out is relatively slow, the boom might allow enough time to roll out the the way, 15 feet is honestly not that far at all, even at my age I can manage a judo lunge, fall and rise to be more than 15 feet away in a blink. There are so many explanations, like the fact that, although it's in an instance, it's not really a sonic boom damaging people (it would be silly for it to be in a cubic shape after all, and to stop abruptly out of that cube), maybe it's just magic creating a boom inside the boundary, and that part of the magic needs an instant to build up, giving time for someone to roll out of the way. In any case, it very cinematic. First, it's not written as sequential, it's written as simultaneous (cf. the snippet that I sent you a few posts back). The resolution of the turns is sequential, but I hope that you are not still advocating that every combattant is freezing in place until it's his turn to act ? This is why I don't have a problem with it at all, and why it poses me no difficulty whatsoever to have globally simultaneous action with sometimes sequential events influencing the whole narration. But it causes YOU a problem, possibly with the freezing problem above, but with the duration of the rounds, since you are pretending that turns are all 6 seconds long like the rounds, which would cause the rounds' lengths to be not "about six seconds" but six seconds times the number of combattants... See above, you have no proof that disappearance, or reappearance, or transfer, or boom, or whatever is that fast. The only thing that we know is that it happens in an instant that is too quick for it to be caught by a dispelling. And if you are discussing the RAW, all your other personal preferences and hypothesis are irrelevant. [/QUOTE]
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If you use thunderstep but teleport less than 10 feet do you take damage?
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