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<blockquote data-quote="Ridley's Cohort" data-source="post: 3421127" data-attributes="member: 545"><p>You are implicitly assuming that there is a moment in time when the attack has begun and is irrevocably commited to but before it resolves. The RAW is silent on that issue.</p><p></p><p>While you can play that way, it can make combat and Ready Actions devolve into a mindnumbing game of manipulating rules abstractions. Coming from me, that should give you pause. I could enjoy such a game with a little practice, but the majority of my friends would find it torture.</p><p></p><p>I prefer to use the mechanics as a means to resolve a narrative description. The MtG phase/sub-phase/LIFO/FIFO style resolution systems appear to contradict the narrative in ways most players find uncomfortable.</p><p></p><p>Player: "I run up and attack!"</p><p>DM: "Oh. You mean you do a Move + Stop Move + Start Attack + Resolve Attack?"</p><p>Player: "Uh. I guess."</p><p>DM: "The guard invokes his Readied action right after your Start Attack sub-phase. <Rolls dice> He hits you. Then steps 5' back."</p><p>Player: "He hits me? Okay. I continue moving up and attack him. I have a good 10 feet of movement available."</p><p>DM: "No, no, no. You already did your Stop Move sub-phase. And started you Attack phase with the Start Attack sub-phase."</p><p>Player: "Huh? I said I move up and attack."</p><p>DM: "That's not how this game works. I have this handy folder of flowcharts that explain. Look at diagram 3b."</p><p>Player: "The rules say I can run up and hit someone. None of those so-called phases in your flowchart exist in the rules as written."</p><p>DM: "It is what the rules <em>really</em> mean."</p><p>Player: "The rules say I can run up 20 feet, or 25 feet if necessary, and hit that guard. But you are saying the rules say that but do not mean that."</p><p>DM: "Yes."</p><p>Player: "This game sucks. I want to play D&D."</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 3421127, member: 545"] You are implicitly assuming that there is a moment in time when the attack has begun and is irrevocably commited to but before it resolves. The RAW is silent on that issue. While you can play that way, it can make combat and Ready Actions devolve into a mindnumbing game of manipulating rules abstractions. Coming from me, that should give you pause. I could enjoy such a game with a little practice, but the majority of my friends would find it torture. I prefer to use the mechanics as a means to resolve a narrative description. The MtG phase/sub-phase/LIFO/FIFO style resolution systems appear to contradict the narrative in ways most players find uncomfortable. Player: "I run up and attack!" DM: "Oh. You mean you do a Move + Stop Move + Start Attack + Resolve Attack?" Player: "Uh. I guess." DM: "The guard invokes his Readied action right after your Start Attack sub-phase. <Rolls dice> He hits you. Then steps 5' back." Player: "He hits me? Okay. I continue moving up and attack him. I have a good 10 feet of movement available." DM: "No, no, no. You already did your Stop Move sub-phase. And started you Attack phase with the Start Attack sub-phase." Player: "Huh? I said I move up and attack." DM: "That's not how this game works. I have this handy folder of flowcharts that explain. Look at diagram 3b." Player: "The rules say I can run up and hit someone. None of those so-called phases in your flowchart exist in the rules as written." DM: "It is what the rules [i]really[/i] mean." Player: "The rules say I can run up 20 feet, or 25 feet if necessary, and hit that guard. But you are saying the rules say that but do not mean that." DM: "Yes." Player: "This game sucks. I want to play D&D." [/QUOTE]
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