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What actions by a PC Don't need to be stated?
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<blockquote data-quote="Quickleaf" data-source="post: 7158718" data-attributes="member: 20323"><p>You're both wrong. Read <em>cloudkill</em>. </p><p></p><p>[SECTION]You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.</p><p></p><p>When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. <strong>Creatures are affected even if they hold their breath or don't need to breathe.</strong></p><p></p><p>The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.[/SECTION]</p><p></p><p>I've heard people compare it to sulfur mustard gas in that it is corrosive simply by contact/exposure, not inhalation. Anyhow, the rules are clear. Holding your breath is irrelevant.</p><p></p><p></p><p></p><p>Even though you both misread the rules and were technically wrong, situations concerning breath holding *do* arise in the game. </p><p></p><p>This is one of those areas where you need to make a ruling because the rules aren't clear; what I do is say if the PC takes a moment to prepare or has the opportunity to prepare and the threat is obvious then they are holding their breath. </p><p></p><p></p><p></p><p>I consider losing the "who is right?" thinking. What matters is making the game work for you and your players.</p><p></p><p>To avoid confusion in the future, I recommend having a chat with your group about the party's SOPs (standard operating procedures). Like a "session zero" talk, this can save you headaches. Common things to address in a party's SOP include...</p><ul> <li data-xf-list-type="ul">Marching order (in wilderness vs. dungeon, if there's any difference)</li> <li data-xf-list-type="ul">Who takes watch / watch rotations</li> <li data-xf-list-type="ul">Routine spell preparation for non-adventuring days</li> <li data-xf-list-type="ul">Buff spells or rituals commonly used during long rests</li> <li data-xf-list-type="ul">Common strategies the party has adopted (e.g. we take all ropes after climbing, generally we don't leave stuff behind up, we are "pack it out" campers)</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 7158718, member: 20323"] You're both wrong. Read [I]cloudkill[/I]. [SECTION]You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. [B]Creatures are affected even if they hold their breath or don't need to breathe.[/B] The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.[/SECTION] I've heard people compare it to sulfur mustard gas in that it is corrosive simply by contact/exposure, not inhalation. Anyhow, the rules are clear. Holding your breath is irrelevant. Even though you both misread the rules and were technically wrong, situations concerning breath holding *do* arise in the game. This is one of those areas where you need to make a ruling because the rules aren't clear; what I do is say if the PC takes a moment to prepare or has the opportunity to prepare and the threat is obvious then they are holding their breath. I consider losing the "who is right?" thinking. What matters is making the game work for you and your players. To avoid confusion in the future, I recommend having a chat with your group about the party's SOPs (standard operating procedures). Like a "session zero" talk, this can save you headaches. Common things to address in a party's SOP include... [list][*]Marching order (in wilderness vs. dungeon, if there's any difference) [*]Who takes watch / watch rotations [*]Routine spell preparation for non-adventuring days [*]Buff spells or rituals commonly used during long rests [*]Common strategies the party has adopted (e.g. we take all ropes after climbing, generally we don't leave stuff behind up, we are "pack it out" campers)[/list] [/QUOTE]
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