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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Sage Advice Compendium Update 1/30/2019
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="epithet" data-source="post: 7560903" data-attributes="member: 6796566"><p>You do love your absolutes, Max.</p><p></p><p>The way the game was written and clarified was, for several years, that you could take your Shield Master shove whenever you wanted to. Now, Crawford has decided that he must have been drunk and in line at the grocery store when he tweeted that, and just didn't notice it for a long time after.</p><p></p><p>For me, there's something important about the way you have to explain a thing to a new player. You tell a player "ok, for a fighter at your level with that feat, you get two melee attacks and then an extra shield bash you can use to shove someone back or knock him down."</p><p>The player replies, "Great, I want to knock him down first, because I remember from the wolves last time that Prone sucks!"</p><p>"Oh, sorry," you have to say, "you can't do that. You have to make both of your regular attacks first, then try to knock him down."</p><p>Your player has a reasonable question. "Why? That doesn't make any sense."</p><p>"Because," you respond with a sigh, "that's just what the rule says."</p><p></p><p>If the only answer you can come up with is "it's just what the rule says," it's a crap rule. All of Jeremy's justifications for this current Sage Advice ruling on this unchanged rule are, in my opinion, really tenuous. It goes to show, I believe, the limited value of Sage Advice, which is to provide an arguably consistent set of rulings and interpretations that a DM can fall back on if he's not comfortable making a ruling or interpreting a rule himself. Your best bet is always to interpret a rule in a way that makes sense to your and your party and fits with the game you're playing at your table, but if that's not something you are comfortable with you can look up the Sage Advice, which has as its primary virtue a reasonable level of internal consistency with other Sage Advice interpretations.</p><p></p><p>I think the best way to interpret the rule is that the Attack action does the same thing that every other action does in combat--it gives you something you can do. When you take the attack action, you can make one or more attacks. You don't have to, and if something stops you you don't get to. It's just like Dash. Why? Because it is better and simpler to be consistent with similar rules than to be consistent with your interpretation of similar verb clauses and prepositional phrases.</p></blockquote><p></p>
[QUOTE="epithet, post: 7560903, member: 6796566"] You do love your absolutes, Max. The way the game was written and clarified was, for several years, that you could take your Shield Master shove whenever you wanted to. Now, Crawford has decided that he must have been drunk and in line at the grocery store when he tweeted that, and just didn't notice it for a long time after. For me, there's something important about the way you have to explain a thing to a new player. You tell a player "ok, for a fighter at your level with that feat, you get two melee attacks and then an extra shield bash you can use to shove someone back or knock him down." The player replies, "Great, I want to knock him down first, because I remember from the wolves last time that Prone sucks!" "Oh, sorry," you have to say, "you can't do that. You have to make both of your regular attacks first, then try to knock him down." Your player has a reasonable question. "Why? That doesn't make any sense." "Because," you respond with a sigh, "that's just what the rule says." If the only answer you can come up with is "it's just what the rule says," it's a crap rule. All of Jeremy's justifications for this current Sage Advice ruling on this unchanged rule are, in my opinion, really tenuous. It goes to show, I believe, the limited value of Sage Advice, which is to provide an arguably consistent set of rulings and interpretations that a DM can fall back on if he's not comfortable making a ruling or interpreting a rule himself. Your best bet is always to interpret a rule in a way that makes sense to your and your party and fits with the game you're playing at your table, but if that's not something you are comfortable with you can look up the Sage Advice, which has as its primary virtue a reasonable level of internal consistency with other Sage Advice interpretations. I think the best way to interpret the rule is that the Attack action does the same thing that every other action does in combat--it gives you something you can do. When you take the attack action, you can make one or more attacks. You don't have to, and if something stops you you don't get to. It's just like Dash. Why? Because it is better and simpler to be consistent with similar rules than to be consistent with your interpretation of similar verb clauses and prepositional phrases. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sage Advice Compendium Update 1/30/2019
Top