Right, I mentioned that in my post. Maybe I didn't express myself clearly, so I'll try again. The "special rules" mentioned are what's commonly called house rules, so a rule about which house rules we're using would be a table rule according to the DMG.
Yes, it's a table rule that's recommended by the DMG.
The table rule that the rolls must be made sequentially to keep damage events from entering the fiction before reactions are used, however, is not recommended.
There is no such separation in 5e. The "special" rules are listed under table rules, not house rules. They are all the same according to 5e.
It's still entirely optional for your table. A recommendation does not make it a rule. It simply says, "Hey, we think this would make a good house rule for your table."
Because that's the default rule, not a table rule. You can't recommend that the adoption a house rule that differs from sequential, if sequential isn't the default.
"3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise."
That's sequential. You make the attack roll(first part of the sequence). On a hit(second part of the sequence), you roll damage(third part of the sequence).
No, it isn't. Making both rolls together satisfies that rule just fine. Nothing there requires that it's done in any particular order. Resolving an attack without an attack roll, or not rolling damage on a hit when resolving an attack for which rolling damage is specified would be a house rule.
It's essentially an "if, then" statement. If you hit, then you roll damage.
Taking one outlier example of a particular style of play from the 1e DMG and expanding that to an overall Gygax advocation of that style of play is a rather extreme stretch.So you're not actually interested in talking about the sort of play that Gygax advocated in his DMG?
All this shows me is that the 5e designers are just as capable of making mistakes as anyone else.Yet that is exactly how the 5e Shield spell works:
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
. . .
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
I'm talking about the play of this spell, not the possible workings of a hypothetical game that lacks interrupts.
I've been consistently arguing for blind declaration (e.g. that a spell such as Shield must be cast before the to-hit is rolled). The 'time travel' piece (e.g. waiting to cast Shield until you not only know you're hit but how much damage you'll take, so if it's just a few h.p. you can let it pass but if it's a heavy blow you can cast to undo it) is merely a subset of that argument.I agree that blind declaration is sometimes more exciting. If less tactical.
But that's not the argument that @Lanefan and @Maxperson were running. They were talking about "time travelling", not what makes for more or less fun at the table.
I'm familiar with morale rules, though I've only ever used them as guidelines for NPC (usually opponents, sometimes henches) actions rather than hard-and-fast determinants.Whose theory?
That's the whole point of my post, which is an elaboration of one aspect of what (I take it to be that) [MENTION=5142]Aldarc[/MENTION] is saying. Some people like to play a RPG in which the GM decides everything that happens except (perhaps, if there is no fudging of the combat rules) who gets beaten in fights. Others don't. And it's hardly a new idea. I already cited Classic Traveller which has rules which allow the players to declare actions which result in NPCs acting one way or another. Moldvay Basic also includes reaction rules, and examples of the players declaring actions which are intended - as mediated by those reaction rules - to determine the behaviour of NPCs (some hobgoblins).
Both Classic Traveller and Moldvay Basic also have morale rules, which are another set of mechanics for determining NPC behaviour.
Yes, and the same is true for players with regard to their own PCs - players are bound by such things too.As a general rule it is the purview of the GM in the same way that it is the purview of the GM to decide what a NPC does in combat.
But if a NPC is dead, the GM is bound by that. If a NPC is subject to a Suggestion spell, the GM is bound by that.
And here we run aground, because an NPC can't persuade a PC in the same manner without use of spell or magic to back it up. The player is not bound by any persuasion (or intimidation, etc.) roll from the GM, if the GM is even allowed by the rules to do so. To me, this is wrong - if it doesn't work the same for everyone in the fiction then it doesn't work at all.If a NPC is persuaded by a PC, the GM is bound by that.
Or to get in the way, depending on circumstance.The whole function of mechanics is to constrain, and establish, the content of the shared fiction.
We were talking about a situation where mechanics were in use to help determine the NPC's disposition toward the PC; mechanics mean dice, dice mean random chance, and random chance has odds that can be influenced by in-fiction actions - in this example these actions might include information-gathering, perhaps a little espionage, and so forth in order that the PC's actions and words at the time are most likely* to get, say, the desired reaction from the Duchess.What do you mean by "the odds" here?
If your fiction is tightly coupled to the order of dice rolls made at the gaming table, then the mistake is on your end, not in the game rules.Taking one outlier example of a particular style of play from the 1e DMG and expanding that to an overall Gygax advocation of that style of play is a rather extreme stretch.
All this shows me is that the 5e designers are just as capable of making mistakes as anyone else.
I've been consistently arguing for blind declaration (e.g. that a spell such as Shield must be cast before the to-hit is rolled). The 'time travel' piece (e.g. waiting to cast Shield until you not only know you're hit but how much damage you'll take, so if it's just a few h.p. you can let it pass but if it's a heavy blow you can cast to undo it) is merely a subset of that argument.
Lan-"shields up!"-efan
I don't see how that could possibly be anything other than simple preference. You could resolve the conflict equally well either by changing the perspective at the table, or by changing the game rules.If your fiction is tightly coupled to the order of dice rolls made at the gaming table, then the mistake is on your end, not in the game rules.
You seem to think it says, "On a miss, you don't roll damage." It doesn't need to say that because rolling damage is different from applying damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.