Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Reactions
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TheWriterFantastic™" data-source="post: 6879993" data-attributes="member: 88534"><p>Right - <em>after</em> the trigger - the trigger is specifically the <strong>hit</strong> event, not the <strong>damage and/or effects</strong>, the the overall <strong>attack</strong> event or <strong>casting a spell</strong> event. Specific spells and ability reactions use specific terminology to refer to specific events in the gameplay -- if they were intended to be interchangeable terms, why not revise it to just one term, <strong>attack</strong>, prior to publication of the game, since the game went through such an immense playtesting, with enormous depth and breadth? Surely, if these were supposed to refer to the same thing, they would have caused a great deal of contention during playtest, to require the writers and editors to revise the language of the text. However, they didn't -- because those particular terms for triggers: <strong>hit</strong>, <strong>damage</strong>, <strong>attack</strong>, and <strong>casting a spell</strong> serve as individually as triggers for the reactions -- to assume they all mean the same thing is a misreading of the rules.</p><p></p><p></p><p></p><p>You're right -- your personal ruling at your table is yours to decide, and I'm not arguing that -- however, your initial inclusion of an argument for ghoul paralysis to be treated differently from <em>Shocking Grasp</em>'s reaction negation seemed to be a response in this friendly debate about the intent of the reaction rules, not a preference at your table.</p><p></p><p>As an argument in this debate on rules, it stood on shaky ground, because the stance you presented on ghoul paralysis was inconsistent with the stance you had presented in the same post on <em>Uncanny Dodge</em> -- maintaining consistency with rulings is DMing 101 -- otherwise, players can feel like they're being shafted by an arbitrary DM.</p><p></p><p>And I also agree that simplicity in rulings keeps the game running smoothly, and the player's happy -- and consistent judgments are the best path to that. Keeping it clear what is murky for some, like the attack resolution sequence, can facilitate that. </p><p></p><p>I personally see the sequence as described in Resolving an Attack in the PHB as: roll to hit, determine success, determine results -- roughly 3 instantaneous successive stages. </p><p></p><p>If a DM rules at his or her table that attacks aren't broken up in such a way, but an inextricable event, the attack as a whole, then reactions must all occur immediately after the attack resolves in all situations referring to parts of an attack, including ones that carry effects mitigated by saving throws -- as it would be inconsistent to say that an effect that the DM feels isn't intended to interrupt an attack's effects doesn't do so for one situation, but outright interrupts the effect of another: it's an inconsistent ruling.</p><p></p><p>In general, I try to approach all rulings as Rules as Fun, and interpret them as written -- if the language might be perceived as unclear, I try to work with the players on a consistent ruling, but usually allow the players to keep their agency in the situation -- stripping that agency by saying no when there's no clear rule to back it up, in most cases, will slowly suck the fun from the table.</p><p></p><p>However, if you choose to be inconsistent in your rulings, and your players are okay with the particular ruling, have at it!</p></blockquote><p></p>
[QUOTE="TheWriterFantastic™, post: 6879993, member: 88534"] Right - [I]after[/I] the trigger - the trigger is specifically the [B]hit[/B] event, not the [B]damage and/or effects[/B], the the overall [B]attack[/B] event or [B]casting a spell[/B] event. Specific spells and ability reactions use specific terminology to refer to specific events in the gameplay -- if they were intended to be interchangeable terms, why not revise it to just one term, [B]attack[/B], prior to publication of the game, since the game went through such an immense playtesting, with enormous depth and breadth? Surely, if these were supposed to refer to the same thing, they would have caused a great deal of contention during playtest, to require the writers and editors to revise the language of the text. However, they didn't -- because those particular terms for triggers: [B]hit[/B], [B]damage[/B], [B]attack[/B], and [B]casting a spell[/B] serve as individually as triggers for the reactions -- to assume they all mean the same thing is a misreading of the rules. You're right -- your personal ruling at your table is yours to decide, and I'm not arguing that -- however, your initial inclusion of an argument for ghoul paralysis to be treated differently from [I]Shocking Grasp[/I]'s reaction negation seemed to be a response in this friendly debate about the intent of the reaction rules, not a preference at your table. As an argument in this debate on rules, it stood on shaky ground, because the stance you presented on ghoul paralysis was inconsistent with the stance you had presented in the same post on [I]Uncanny Dodge[/I] -- maintaining consistency with rulings is DMing 101 -- otherwise, players can feel like they're being shafted by an arbitrary DM. And I also agree that simplicity in rulings keeps the game running smoothly, and the player's happy -- and consistent judgments are the best path to that. Keeping it clear what is murky for some, like the attack resolution sequence, can facilitate that. I personally see the sequence as described in Resolving an Attack in the PHB as: roll to hit, determine success, determine results -- roughly 3 instantaneous successive stages. If a DM rules at his or her table that attacks aren't broken up in such a way, but an inextricable event, the attack as a whole, then reactions must all occur immediately after the attack resolves in all situations referring to parts of an attack, including ones that carry effects mitigated by saving throws -- as it would be inconsistent to say that an effect that the DM feels isn't intended to interrupt an attack's effects doesn't do so for one situation, but outright interrupts the effect of another: it's an inconsistent ruling. In general, I try to approach all rulings as Rules as Fun, and interpret them as written -- if the language might be perceived as unclear, I try to work with the players on a consistent ruling, but usually allow the players to keep their agency in the situation -- stripping that agency by saying no when there's no clear rule to back it up, in most cases, will slowly suck the fun from the table. However, if you choose to be inconsistent in your rulings, and your players are okay with the particular ruling, have at it! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Reactions
Top