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General Tabletop Discussion
*Dungeons & Dragons
Tremorsense and Incorporeal Creatures
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<blockquote data-quote="EzekielRaiden" data-source="post: 9826309" data-attributes="member: 6790260"><p>Well, the idea is that while the ghost is actually incorporeal--as in, it is truly manifested on the Material Plane, with its ghostly body--then it really <em>is</em> interacting with the, as you put it, "'real' game world" to a greater degree. If it instead used its Etherealness ability to shift to the Border Ethereal, and then employed its Ethereal Sight to look up to 60' around itself into the Material Plane, then it would not <em>actually</em> be passing through those objects--it would simply be located at the space in the Ethereal where that object happens to be in the Material.</p><p></p><p>It's similar to, but of course not identical to, the difference between using <em>plane shift</em> to go to another plane, vs using some kind of scrying spell to merely view the place that corresponds to your current location in a parallel plane. If you <em>plane shift</em>, your body is actually there and has to respect the objects around it. If you simply scry, then the only thing that matters is what objects are near you in your current plane, not the ones in the other plane.</p><p></p><p></p><p>Almost certainly.</p><p></p><p>The vast majority of rules are written in a player-facing way, because the player is the one actually using most of those rules. Anything not actually facing the players, so long as it is self-consistent and reasonable, need not bear any similarity at all to player-facing rules. This is not merely a game design convenience, it is the recognition that rules designed for player use usually need to be tighter, cleaner, and more specific, because misuse or abuse is a bigger long-term concern. A monster lasts, what, five rounds? If that, in most cases! A player-facing rule about tremorsense lasts for <em>the entire game's existence</em>. There's less pressure (not no pressure! Just <em>less</em> pressure) to do things Just Right with the monster's rules than there is with the rules actually visible to the players.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9826309, member: 6790260"] Well, the idea is that while the ghost is actually incorporeal--as in, it is truly manifested on the Material Plane, with its ghostly body--then it really [I]is[/I] interacting with the, as you put it, "'real' game world" to a greater degree. If it instead used its Etherealness ability to shift to the Border Ethereal, and then employed its Ethereal Sight to look up to 60' around itself into the Material Plane, then it would not [I]actually[/I] be passing through those objects--it would simply be located at the space in the Ethereal where that object happens to be in the Material. It's similar to, but of course not identical to, the difference between using [I]plane shift[/I] to go to another plane, vs using some kind of scrying spell to merely view the place that corresponds to your current location in a parallel plane. If you [I]plane shift[/I], your body is actually there and has to respect the objects around it. If you simply scry, then the only thing that matters is what objects are near you in your current plane, not the ones in the other plane. Almost certainly. The vast majority of rules are written in a player-facing way, because the player is the one actually using most of those rules. Anything not actually facing the players, so long as it is self-consistent and reasonable, need not bear any similarity at all to player-facing rules. This is not merely a game design convenience, it is the recognition that rules designed for player use usually need to be tighter, cleaner, and more specific, because misuse or abuse is a bigger long-term concern. A monster lasts, what, five rounds? If that, in most cases! A player-facing rule about tremorsense lasts for [I]the entire game's existence[/I]. There's less pressure (not no pressure! Just [I]less[/I] pressure) to do things Just Right with the monster's rules than there is with the rules actually visible to the players. [/QUOTE]
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