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<blockquote data-quote="TheWriterFantastic™" data-source="post: 6875333" data-attributes="member: 88534"><p>But, on a similar note, <em>Uncanny Dodge</em> and <em>Shield</em> are also <strong>exceptions</strong> to the general rules of the game, which as you say is core to the assumptions of the exceptions-based design of 5e. </p><p></p><p>Yes, in most instances, on a hit, the results of the <em>Shocking Grasp</em> would dictate that the target "takes 1d8 lightning damage, and it can't take reactions until the start of its next turn." </p><p></p><p>However, both <em>Uncanny Dodge</em> and <em>Shield</em> trigger on the <strong>hit</strong> event, not the <strong>damage</strong> event -- other reactions specifically key off of <strong>damage</strong> events. One might argue, "well, that's just to factor in spells and effects that require a save instead of an attack roll," in which case, another can argue that the language about a <strong>damage</strong> trigger should have instead indicated a <strong>saving throw failure</strong> event, if it's all one event happening simultaneously -- but it's not. A <strong>hit</strong> causes <strong>damage and effect</strong> (<strong>damage and effect</strong> being simultaneous or not).</p><p></p><p>The reaction triggering on the <strong>hit</strong> event is like a filter slipped in the middle of the chain of effect -- in the case of the <em>Shield</em> spell, it might block the hit, but in the case of the <strong>Uncanny Dodge</strong>, it just halves the damage and does not prevent the effect. </p><p></p><p>The reaction happens between the <strong>hit</strong> and <strong>damage and effect</strong> events, not after the entire sequence. And especially in this instance, the <strong>Uncanny Dodge</strong> is preventing minimal damage, which will keep it fun (considering RAF) for the players, while still preventing subsequent (and potentially more effective) reactions by the target, such as an opportunity attack or a <em>Counterspell</em>, which is what makes <em>Shocking Grasp</em> still effective.</p></blockquote><p></p>
[QUOTE="TheWriterFantastic™, post: 6875333, member: 88534"] But, on a similar note, [I]Uncanny Dodge[/I] and [I]Shield[/I] are also [B]exceptions[/B] to the general rules of the game, which as you say is core to the assumptions of the exceptions-based design of 5e. Yes, in most instances, on a hit, the results of the [I]Shocking Grasp[/I] would dictate that the target "takes 1d8 lightning damage, and it can't take reactions until the start of its next turn." However, both [I]Uncanny Dodge[/I] and [I]Shield[/I] trigger on the [B]hit[/B] event, not the [B]damage[/B] event -- other reactions specifically key off of [B]damage[/B] events. One might argue, "well, that's just to factor in spells and effects that require a save instead of an attack roll," in which case, another can argue that the language about a [B]damage[/B] trigger should have instead indicated a [B]saving throw failure[/B] event, if it's all one event happening simultaneously -- but it's not. A [B]hit[/B] causes [B]damage and effect[/B] ([B]damage and effect[/B] being simultaneous or not). The reaction triggering on the [B]hit[/B] event is like a filter slipped in the middle of the chain of effect -- in the case of the [I]Shield[/I] spell, it might block the hit, but in the case of the [B]Uncanny Dodge[/B], it just halves the damage and does not prevent the effect. The reaction happens between the [B]hit[/B] and [B]damage and effect[/B] events, not after the entire sequence. And especially in this instance, the [B]Uncanny Dodge[/B] is preventing minimal damage, which will keep it fun (considering RAF) for the players, while still preventing subsequent (and potentially more effective) reactions by the target, such as an opportunity attack or a [I]Counterspell[/I], which is what makes [I]Shocking Grasp[/I] still effective. [/QUOTE]
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