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Sage Advice Compendium Update 1/30/2019
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<blockquote data-quote="Asgorath" data-source="post: 7570169" data-attributes="member: 6921966"><p>Right, this is what I was getting at above. It seems to me like a turn-based game like 5E would use discrete elements for combat. That certainly seems like the simplest solution. There's a rule that you can split your move up on your turn, allowing you to move before another type of discrete operation (such as an action). After all, the combat mechanics are simulating what's happening in a roughly-6-second round where everybody is acting at the same time, but that just doesn't translate well to the tabletop. Discrete events removes any possibility of nested or simultaneous actions, which sounds really hard to keep track of. The natural extension of this is that if you have abilities that rely on a trigger, some event must happen to satisfy that trigger's condition before you can use that ability.</p><p></p><p>So, in each round, everyone takes their turn in the order specified by initiative. On your turn, you do discrete things: "I do X, then I do Y, then I do Z". X might be move 10 feet, Y might be the Attack action, and Z might be move some more. In the case of a triggered ability, Z might be to make the TWF off-hand attack, which is available on your turn after Y happens.</p><p></p><p>The language for reactions seems to support this, for example:</p><p></p><p>"If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."</p><p></p><p>This suggests to me that there are 3 distinct events here:</p><p></p><p>1) The event that triggers the reaction.</p><p>2) The reaction itself.</p><p>3) The next part of the original creature's turn.</p><p></p><p>And once again, this follows the simple "If X, Y" pattern where the X part must be true (note that I'm saying true here, not completed) before Y can happen.</p></blockquote><p></p>
[QUOTE="Asgorath, post: 7570169, member: 6921966"] Right, this is what I was getting at above. It seems to me like a turn-based game like 5E would use discrete elements for combat. That certainly seems like the simplest solution. There's a rule that you can split your move up on your turn, allowing you to move before another type of discrete operation (such as an action). After all, the combat mechanics are simulating what's happening in a roughly-6-second round where everybody is acting at the same time, but that just doesn't translate well to the tabletop. Discrete events removes any possibility of nested or simultaneous actions, which sounds really hard to keep track of. The natural extension of this is that if you have abilities that rely on a trigger, some event must happen to satisfy that trigger's condition before you can use that ability. So, in each round, everyone takes their turn in the order specified by initiative. On your turn, you do discrete things: "I do X, then I do Y, then I do Z". X might be move 10 feet, Y might be the Attack action, and Z might be move some more. In the case of a triggered ability, Z might be to make the TWF off-hand attack, which is available on your turn after Y happens. The language for reactions seems to support this, for example: "If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction." This suggests to me that there are 3 distinct events here: 1) The event that triggers the reaction. 2) The reaction itself. 3) The next part of the original creature's turn. And once again, this follows the simple "If X, Y" pattern where the X part must be true (note that I'm saying true here, not completed) before Y can happen. [/QUOTE]
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