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Warlock, Hex, and Short Rests: The Bag of Rats Problem
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<blockquote data-quote="seebs" data-source="post: 7037033" data-attributes="member: 61529"><p>Is the list of reasons you can't move on your turn also open-ended? Is it RAW to refuse to allow a move action for a reason not indicated or even hinted at in the rules, because it seems consistent or because you think it makes sense?</p><p></p><p>Because as a general rule, once you're to "there is no rule saying this, but it's reasonable for a DM to conclude that...", you're into the area of Rulings, rather than Rules. And Rulings are not RAW, even when they're correct and reasonable.</p><p></p><p>Hmm. Also, thinking about it: No, I don't think that argument would work at all. Concentration isn't maintaining the <strong>resource</strong>, which is a spell slot. It's maintaining an effect. Spells with long durations are just as much the same resource as their spell slot whether or not they need concentration.</p><p></p><p>Hmm. Thought experiment: One of the listed variants allows a 5-minute short rest. Assume a DM is using this. If an elemental tradition monk uses Wall of Stone, they can concentrate on that for up to ten minutes. Would you allow them to regain ki pool during a short rest? Because if the concentration/regaining resources thing is a valid argument, it should be valid there too, but it really doesn't seem sensical at all to me to restrict ki regaining.</p><p></p><p>So I'm back to "there is nothing in the rules suggesting that a short rest can break concentration", and while sure, you could add things that break concentration, there's nothing that makes it any more compatible with the rules to automatically break concentration on a short rest than to automatically break concentration whenever a person with blue eyes that you can see faces directly north. It's not specifically ruled out by the rules, but that doesn't imply that it's within the rules to do it.</p><p></p><p>Furthermore, re-reading the list: The list isn't <strong>quite</strong> exhaustive (see the thing on page 204), but the word "can" in "the following factors can break concentration" is not there to tell you the list is open-ended; it's there because you can make a con save to avoid losing concentration when you take damage, therefore, one of the factors can, but won't always, break concentration. The only open-ended permission for GMs to do anything is that environmental factors could, at DM discretion, require a DC10 constitution save. That's it. Nothing that isn't an environmental factor or a thing on the list can break concentration, and environmental factors can do it only if you fail a DC10 con save. That's "RAW". Any extension past that is at <strong>best</strong> RAI, but is in practice going to be a house rule.</p></blockquote><p></p>
[QUOTE="seebs, post: 7037033, member: 61529"] Is the list of reasons you can't move on your turn also open-ended? Is it RAW to refuse to allow a move action for a reason not indicated or even hinted at in the rules, because it seems consistent or because you think it makes sense? Because as a general rule, once you're to "there is no rule saying this, but it's reasonable for a DM to conclude that...", you're into the area of Rulings, rather than Rules. And Rulings are not RAW, even when they're correct and reasonable. Hmm. Also, thinking about it: No, I don't think that argument would work at all. Concentration isn't maintaining the [B]resource[/B], which is a spell slot. It's maintaining an effect. Spells with long durations are just as much the same resource as their spell slot whether or not they need concentration. Hmm. Thought experiment: One of the listed variants allows a 5-minute short rest. Assume a DM is using this. If an elemental tradition monk uses Wall of Stone, they can concentrate on that for up to ten minutes. Would you allow them to regain ki pool during a short rest? Because if the concentration/regaining resources thing is a valid argument, it should be valid there too, but it really doesn't seem sensical at all to me to restrict ki regaining. So I'm back to "there is nothing in the rules suggesting that a short rest can break concentration", and while sure, you could add things that break concentration, there's nothing that makes it any more compatible with the rules to automatically break concentration on a short rest than to automatically break concentration whenever a person with blue eyes that you can see faces directly north. It's not specifically ruled out by the rules, but that doesn't imply that it's within the rules to do it. Furthermore, re-reading the list: The list isn't [B]quite[/B] exhaustive (see the thing on page 204), but the word "can" in "the following factors can break concentration" is not there to tell you the list is open-ended; it's there because you can make a con save to avoid losing concentration when you take damage, therefore, one of the factors can, but won't always, break concentration. The only open-ended permission for GMs to do anything is that environmental factors could, at DM discretion, require a DC10 constitution save. That's it. Nothing that isn't an environmental factor or a thing on the list can break concentration, and environmental factors can do it only if you fail a DC10 con save. That's "RAW". Any extension past that is at [B]best[/B] RAI, but is in practice going to be a house rule. [/QUOTE]
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Warlock, Hex, and Short Rests: The Bag of Rats Problem
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