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<blockquote data-quote="Arial Black" data-source="post: 6801031" data-attributes="member: 6799649"><p>I agree with you here; <em>shield</em> doesn't rewind time, or let the dead caster pull the javelin that just killed him out of his head and become alive again! The game mechanics at the gaming table (when you are <em>hit</em>) represent, in game, casting <em>shield</em> just in time to prevent the javelin hitting you when it <em>would have</em> hit you if you didn't.</p><p></p><p>It's okay if the game mechanics at the table do not map to what is happening in the game world precisely, but the game world must have an internal consistency; the things that happen <em>in game</em> must make sense <em>in game</em>.</p><p></p><p>That's the problem with throwing out the Arrow Of Time in the cause/effect relationship. It's a universal principle, like gravity for example, that we must assume works the same in the game world as it does in real life, unless the rules say otherwise.</p><p></p><p>There is no rule that says gravity goes sideways, but pointing out the the PHB fails to mention that gravity <em>doesn't</em> go sideways isn't evidence that gravity works differently in D&D.</p><p></p><p>We cannot assume, without any reference to the subject at all in the rules, that cause and effect don't work in the same order. People don't die now because I'm going to stab them later! </p><p></p><p>And, while 'magic' may break physical laws, speaking, handwaving and holding objects (the VSM components) are <strong>not</strong> 'magic' in and of themselves, even if they must be provided in order for a magic spell to cast.</p></blockquote><p></p>
[QUOTE="Arial Black, post: 6801031, member: 6799649"] I agree with you here; [i]shield[/i] doesn't rewind time, or let the dead caster pull the javelin that just killed him out of his head and become alive again! The game mechanics at the gaming table (when you are [i]hit[/i]) represent, in game, casting [i]shield[/i] just in time to prevent the javelin hitting you when it [i]would have[/i] hit you if you didn't. It's okay if the game mechanics at the table do not map to what is happening in the game world precisely, but the game world must have an internal consistency; the things that happen [i]in game[/i] must make sense [i]in game[/i]. That's the problem with throwing out the Arrow Of Time in the cause/effect relationship. It's a universal principle, like gravity for example, that we must assume works the same in the game world as it does in real life, unless the rules say otherwise. There is no rule that says gravity goes sideways, but pointing out the the PHB fails to mention that gravity [i]doesn't[/i] go sideways isn't evidence that gravity works differently in D&D. We cannot assume, without any reference to the subject at all in the rules, that cause and effect don't work in the same order. People don't die now because I'm going to stab them later! And, while 'magic' may break physical laws, speaking, handwaving and holding objects (the VSM components) are [b]not[/b] 'magic' in and of themselves, even if they must be provided in order for a magic spell to cast. [/QUOTE]
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