It is. The Orc has completly finished being reduced to 0 hit point whem Savage Demise take effect.
According to Others Triggered Effects rules it behaves like an Immediate Reaction, which means the triggering action or event occurs and is completely resolved before the reaction takes place.
RC 195 Immediate Reactions: 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.
There's a timing gap between 0 hit points and death for monsters? Because while I know the rules say "monsters usually die when their hit points drop to 0", I always thought that was for effects that prevent them from dying (the example cited is an adventurer choosing to knock the monster unconscious). If 0 hp = death unless some other effect prevents death, a monster that's reduced to 0 hit points can't make actions. If Savage Demise does not function as an interrupt, there's no way the attack can be made without severe penalties (blind + prone), nor could you possibly charge with it (0 hit points = unconsciousness/death = prone by default).
Obviously the intent is that yes, you could, but there is no language whatsoever indicating the Orc has special exemption from the normal state of the rules. This is as much of a problem as Savage Demise invalidating it's own trigger, IMO.
"You can always judge a man by the quality of his enemies." -The Doctor, Remembrance of the Daleks
There's a timing gap between 0 hit points and death for monsters? Because while I know the rules say "monsters usually die when their hit points drop to 0", I always thought that was for effects that prevent them from dying (the example cited is an adventurer choosing to knock the monster unconscious). If 0 hp = death unless some other effect prevents death, a monster that's reduced to 0 hit points can't make actions. If Savage Demise does not function as an interrupt, there's no way the attack can be made without severe penalties (blind + prone), nor could you possibly charge with it (0 hit points = unconsciousness/death = prone by default).
Obviously the intent is that yes, you could, but there is no language whatsoever indicating the Orc has special exemption from the normal state of the rules. This is as much of a problem as Savage Demise invalidating it's own trigger, IMO.
It's a no action, so it's still doable while dead.
And there's actually no rules about what you can do while dead. Only while unconcious. By RAW, you could die, be healed, and still run around.
So somewhere things need to stop following RAW and use a bit of RAI. Otherwise everyone is basicly invincible.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
there's actually no rules about what you can do while dead. Only while unconcious.
Mostly moot since Savage Demise triggers when "the orc drops to 0 hit points", and monsters "die when their hit points drop to 0, unless an adventurer chooses to knock them unconscious".
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That said: "An immediate interrupt jumps in when its trigger occurs, taking place before the trigger finishes. If an interrupt invalidates a triggering action, the triggering action is lost."
A 'triggering action' is a different game element from a 'trigger'. The trigger here (falling below 0 hp) definitely occurred, and the orc's reaction can take place before the trigger completely finishes... but it definitely won't invalidate the triggering action. Basically, an interrupt can't invalidate it's trigger (else we have a paradox). It can invalidate the triggering action though (say, by occurring during the targeting portion of an attack).
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
It's a silly debate, but I'm curious: Would targeting restriction prevent healing from working on the dead (i.e. since corpses are objects rather than creatures).
It's a silly debate, but I'm curious: Would targeting restriction prevent healing from working on the dead (i.e. since corpses are objects rather than creatures).
Can you quote that?
As far as i'm aware, there's no defiition of "dead". No exception is made from the normal rules.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
That takes us in semantics (word definitions) rather than rules. The writer's have previously elaborated on those semantics in the FAQ's of previous editions: "An undead creature is not alive, but it’s also not a corpse—a corpse is an object. (The undead creature might have been made from a corpse, but it has transformed into something else, mainly a creature)." "A dead body of any creature (warforged, human, dragon, whatever) is treated as an object" etc.
However (given the premise of this discussion) I can of course see that too being up for debate.
By RAW, you could die, be healed, and still run around
No, heal don't work if you are dead, only if your Dying. See Healing The Dying (RC 261)
It would take a Resurrection, Restore Life or something similar.
Can you quote that?
I don't have access to the RC right now.
The rules don't say can you heal the dead, only the dying. Otherwise reaching past your bloodied value in the negative HP wouldn't be a problem if your Leader could just toss a Word at you and get you back up.
Sure, under Healing The Dying:
RC 261 Regain Hit Points: When an adventurer is dying and receives healing, he or she is considered to have 0 hit points, and then regains hit points from the healing effect.