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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="clearstream" data-source="post: 7180133" data-attributes="member: 71699"><p>From one perspective that's exactly right, and from another... well, I believe ignoring such complexity is the compelling reason for the ruling being as it is. Setting aside narrative sense for a moment and focusing on the mechanics, I can cast a spell with my action and a spell with my reaction and I simply ignore how those overlap. That avoids a bunch timing finesses, corner-cases and exceptions. It doesn't so much fix those issues, as excise them from the game. Thus, no timing finesses of the MTG sort are needed </p><p></p><p></p><p>COWTRA we know no such thing. What we know about <em>actions</em> is that they happen between the start of my turn and the end of my turn. What we know about reactions is that they happen when triggered. We know that I can only ever have one reaction between the start of my turn and the start of my next turn (aka a round) and we know I can have up to two actions in that same frame of events. What I'm getting at is that the mechanics have been simplified in a way that is cleverly quite "gamey" without overmuch seeming that way. If we try to add back in an idea of a spell not happening in an action (or series of actions) but having temporal extension, then exactly as you observe we end up needing to increase the mechanical complexity.</p><p></p><p></p><p>Time doesn't enter into it. Resources do. Think of the caster as a multidimensional entity. They have one zone called "action" that they stick their Fireball in. And another zone called "reaction" that they stick their Counterspell in. The two zones aren't temporally connected although, when played out on a common plane they can be sequenced. Alternatively think of Action as blue candy and Reaction as pink candy.</p><p></p><p></p><p>Counterspell does <thing>. Where <thing> is that it targets a spell as it is being cast and stops it resolving. Timing doesn't come into it. Counterspell consumes pink candy: no pink candy means no Counterspell. Counterspell doesn't care about blue candy.</p><p></p><p></p><p>Concentration isn't involved in casting a Fireball. Or a Counterspell for that matter. Neither have the concentration tag.</p><p></p><p></p><p>In its defence, it sneakily avoids what we conscientious types know are all kinds of complicated mechanical problems such as we see in the 200 or more pages of precise MTG rules. I believe WotC made a conscious choice to make sure such precise rules didn't creep into 5e (they do in places, but overall they're avoided).</p><p></p><p></p><p>Von-"you could do so at the cost of a lot more complexity, do you really want that?!"-klaude</p></blockquote><p></p>
[QUOTE="clearstream, post: 7180133, member: 71699"] From one perspective that's exactly right, and from another... well, I believe ignoring such complexity is the compelling reason for the ruling being as it is. Setting aside narrative sense for a moment and focusing on the mechanics, I can cast a spell with my action and a spell with my reaction and I simply ignore how those overlap. That avoids a bunch timing finesses, corner-cases and exceptions. It doesn't so much fix those issues, as excise them from the game. Thus, no timing finesses of the MTG sort are needed COWTRA we know no such thing. What we know about [I]actions[/I] is that they happen between the start of my turn and the end of my turn. What we know about reactions is that they happen when triggered. We know that I can only ever have one reaction between the start of my turn and the start of my next turn (aka a round) and we know I can have up to two actions in that same frame of events. What I'm getting at is that the mechanics have been simplified in a way that is cleverly quite "gamey" without overmuch seeming that way. If we try to add back in an idea of a spell not happening in an action (or series of actions) but having temporal extension, then exactly as you observe we end up needing to increase the mechanical complexity. Time doesn't enter into it. Resources do. Think of the caster as a multidimensional entity. They have one zone called "action" that they stick their Fireball in. And another zone called "reaction" that they stick their Counterspell in. The two zones aren't temporally connected although, when played out on a common plane they can be sequenced. Alternatively think of Action as blue candy and Reaction as pink candy. Counterspell does <thing>. Where <thing> is that it targets a spell as it is being cast and stops it resolving. Timing doesn't come into it. Counterspell consumes pink candy: no pink candy means no Counterspell. Counterspell doesn't care about blue candy. Concentration isn't involved in casting a Fireball. Or a Counterspell for that matter. Neither have the concentration tag. In its defence, it sneakily avoids what we conscientious types know are all kinds of complicated mechanical problems such as we see in the 200 or more pages of precise MTG rules. I believe WotC made a conscious choice to make sure such precise rules didn't creep into 5e (they do in places, but overall they're avoided). Von-"you could do so at the cost of a lot more complexity, do you really want that?!"-klaude [/QUOTE]
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