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1 year ago ::
May 02, 2012 - 8:33PM
#31
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Taken literally, Incentive Darkness doesn't work RAW because it doesn't have a Trigger (RC 94) for the Immediate Reaction to wait for to finish. How's that ?
Except it does clearly have a trigger, even if it doesn't have a separate Trigger line.
In the same way that "attack" can mean "attack power" or just "attack", and "weapon attack" can mean "attack with the Weapon keyword" and "attack using a weapon", eventually you have to decide that WotC employs no technical writers outside the MtG division and thus that some things require interpretation.
Like, say, the "almost always" example process that is really "virtually never, but, hey, it's a good ideal case that you will ALWAYS, ALWAYS modify".
I'm just saying.
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1 year ago ::
May 03, 2012 - 2:56PM
#32
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Date Joined:
Apr 15, 2007
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Oh man, this again? ^_^
My group has, in absence of any real consensus one way or another, stuck to using the CS ruling on Instinctive Darkness + Shadowslip, ie, the character can use Shroud of Darkness in reaction to being targeted by an attack, but before the attack roll is made. We realize the implications of this, but it hasn't caused any other issues to date.
To the people who believe that this is completely wrong, and that any reaction to any step in an attack must wait for the entire attack to resolve, I have a totally honest question.
Why are there so many different triggers for non-interrupt powers that react to attacks? I've seen "you are targeted by" "you are attacked" "you are hit" "you are missed" "you are damaged by" and a few others I'm probably forgetting right now.
If they all function identically, ie, they all wait for the attack resolution, why have different triggers, since it just confuses the issue?
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
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1 year ago ::
May 03, 2012 - 3:37PM
#33
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Date Joined:
May 12, 2009
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One reasons for having multiple Triggers is to establish parameters conditionally to allow usage (Attack roll, Hit, Miss, deal damage etc..) Really here what happens is that one group claim Immediate Reaction cannot interrupt any part of an attack (RC 214 Making Attacks Process) while another group says targeting isn't part of an Attack (RC 311, an attack roll and its effect) even if its part of the process for making one and thus can be reacted individually as a seperate distinct event, as confirmed by confirmed with Instinctive Darkness + Shadowslip. Immediate Reaction in fact always react to its trigger regardless if its an attack or not and people will use the exemple provided in the RC (triggerring off of an Hitting) to establish a precedent of how Reaction works. The Immediate Reaction in fact never make any allusion to attacks except in the exemple, always refering to its trigger instead: An immediate Reaction lets a creature act in response to a trigger.
The triggering action or event occurs and is completely resolved before the Reaction takes place.
An Immediate Reaction waits for its Trigger to Finish, not necessarly for the action that contains the Trigger to finish. There was a long debate here 8 months ago that never reached a concensus, and i don't think ever will.
Yan Montréal, Canada
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1 year ago ::
May 03, 2012 - 4:21PM
#34
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..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />To the people who believe that this is completely wrong, and that any reaction to any step in an attack must wait for the entire attack to resolve, I have a totally honest question.
Why are there so many different triggers for non-interrupt powers that react to attacks? I've seen "you are targeted by" "you are attacked" "you are hit" "you are missed" "you are damaged by" and a few others I'm probably forgetting right now.
If they all function identically, ie, they all wait for the attack resolution, why have different triggers, since it just confuses the issue?
#1: Because they don't function identically. A power that reacts to being Hit can't trigger if you're missed, or if the power auto-damages by an Effect. A power that reacts to being damaged can't trigger on a non-damaging power. A power that reacts to being targeted can react hit hits, missed, and to "neither hit nor miss", but not to a power that doesn't target, like one that creates a zone.
They're all REACTIONS, so they all mean you have to wait for the trigger to finish to resolve - but the conditions to see if the trigger counts are different.
#2: Because, and this is important, WotC does not employ technical writers or technical editors in the D&D product line. Which means they're constant overloading terminology and making ambiguous statements and printing stuff that doesn't at all do anything like what they thought it would do.
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1 year ago ::
May 04, 2012 - 6:37AM
#35
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#3: Because the trigger dictates when you have to declare you're using the reaction power. If the trigger is "you are targeted by an attack", you cannot wait to see if the triggering attack would actually hit you, or score a crit against you, or how much damage is rolled, etc. before deciding whether to use your reaction power. You have to make the decision as soon as you're targeted. If the trigger is "you take damage from an attack", you can wait until the damage is actually applied to you before deciding whether to use the power. None of that changes when the reaction power actually resolves, though.
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1 year ago ::
May 04, 2012 - 10:06AM
#36
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Date Joined:
Feb 13, 2006
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^While that is a good assumption, its terrible in application. Few tables (even ones aware of the mess that is triggers), slow the table down enough to make any distinction between the individual triggers. Often times, a player knows they were targeted, hit, and damaged all at the same time (the ranged monster just hit you for 10). So a game design distinction for the different triggers is essentially pointless (or slows the game down terribly).
This is just another of those terrible sections with more than one valid reading (and both versions have akward and unintended implications). So ask your DM, cause there is no definitive answer.
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1 year ago ::
May 04, 2012 - 11:10AM
#37
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Date Joined:
May 12, 2009
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It doesn't matter at what timing a table resolve Triggered Actions. What matters is that this timing is respected in-game.
It doesn't matter when using an Immediate Interrupt triggerring on being Hit and killing the triggerring enemy if the player had already stratch hit points on his sheet when he realised and declared it, what matters is that in game he never takes those damage because he killed the enemy before he could finish his attack on him.
Retroaction is commun in D&D.
Yan Montréal, Canada
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1 year ago ::
May 04, 2012 - 12:57PM
#38
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^While that is a good assumption, its terrible in application.
*Shrugs* My group doesn't have a problem with running things that way. We've never found it to slow combat down significantly, at least compared to all the other things that slow combat down.
Often times, a player knows they were targeted, hit, and damaged all at the same time
See, I'd find that "terrible in application". I like to keep everything transparent while DMing, and that means I announce targeting, hitting and effects (including damage) separately, as discrete steps, when I tell the players the horrid things that the monsters are doing to their characters. And I expect them to do the same with their attacks. Rolling a bunch of anonymous dice all at once and then announcing the result without anyone else at the table being aware of what's actually happened mechanically, and without giving anybody a chance to react to each step, is pretty much cheating IMO.
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1 year ago ::
May 04, 2012 - 1:24PM
#39
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Date Joined:
Jun 17, 2010
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#1: Because they don't function identically. A power that reacts to being Hit can't trigger if you're missed, or if the power auto-damages by an Effect. A power that reacts to being damaged can't trigger on a non-damaging power. A power that reacts to being targeted can react hit hits, missed, and to "neither hit nor miss", but not to a power that doesn't target, like one that creates a zone.
They're all REACTIONS, so they all mean you have to wait for the trigger to finish to resolve - but the conditions to see if the trigger counts are different.
This is the key point, Plague, and where your faulty assumption lies. You're making the assumption that the change in activation conditions, when viewed in combination with Making Attacks, means that there is a change in timing in addition to the change in activation conditions. But that's a faulty assumption, because there is no rule that tells you do to that. In fact, you're told not to do that: if you react to any part of an attack, you have to wait for the attack to completely resolve before your reaction resolves. There's an updated version of this in the RC somewhere I believe - perhaps LoW knows the page number, he should know the reference I'm making, as it came up in the other thread and is the one thing that nobody in the Reactions are Interrupts crowd has provided a good counterargument against - but the Compendium has this line in the ready an action rules: "If you ready an action to be triggered by an enemy attack, your readied action will occur as a reaction to that attack, so you’ll attack after the enemy." "By an enemy attack" is a remarkably broad wording, and supports the "reactions are reactions" interpretation.
There are numerous holes in the "reactions are interrupts" argument. But the core of it hinges on that one faulty assumption, that differences in triggers directly cause and result in differences in timing. Such a conclusion is highly intuitive, but completely unsupported by the rules. Nothing in the immediate reaction rules tell you to treat them like that, only an assumption caused by an over-reading of the Making Attacks sequence. Just because a thing is listed in steps in an order does not mean that there is a reaction timing window between the steps. I argue that in order for a reaction timing window to exist, it must be specified in the rules for immediate reactions. If you have any other reason to believe that other reaction timing windows exist, please point to the rules that say so.
D&D Next = D&D: Quantum Edition
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1 year ago ::
May 04, 2012 - 3:00PM
#40
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Date Joined:
Feb 13, 2006
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@Dusk: I didn't say that it was the best way, just a very common way. That a recommended convention "to speed up play" is to roll both attack and damage dice together strips out that timing step. Nor do people pause between announcing every step to give time for those triggers. It is often a case of, "The orc attacks you and...hits for 10 damage." The only pause you get is the time it takes the die to roll. This is only exacerbated in LFR games where the DM is not aware of every trigger power a player has to ensure they can react at the precise moment.
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