It’s better than some of the language contortions I’ve seen in D&D to maneuver around rule lawyers.you say that as if it were a benefit that every table has to hash out what the rules mean by themselves
It’s better than some of the language contortions I’ve seen in D&D to maneuver around rule lawyers.you say that as if it were a benefit that every table has to hash out what the rules mean by themselves
This was the case in the 2014 rules. The trouble was, a lot of folks had trouble remembering which type of zone any given effect was. So, in 2024 they tried to clean it up and just have all zones work the same way. I don't have the book yet so I haven't read through in detail to see if they were successful, but that was at least the idea. Probably leads to some weird side-effects, but it's also probably easier for most groups to run at the table.The problem is that WotC didn't follow its own paradigm and screwed up in 2024.
There should be three types of zone.
And then the 2024 team messed up and had the zone moving into the target allowing fast zones to trigger again.
- Physical objects like spikes and blade barriers you get hurt for moving through
- Fast zones like crackling lightning or spirit guardians that you get hurt for starting your turn in - you then get to run out. If you're stupid enough to run into one of these on your turn you take damage.
- Slow zones like Sickening Radiance that hurt after a few seconds if you end the turn there rather than running the hell away
I'm not familiar with that distinction in the 2014 rules. The only major difference between forced and voluntary movement is that forced movement doesn't provoke opportunity attacks.This is apparently nothing new, but it's my first encounter with it, so bear with me. An enemy Wizard cast sickening radiance, and another enemy punts a PC into it. Like a human, I assume "moves into" means just that, and tell the player to make a Con save. Before the start of their turn, they're coming at me with a "clarification" that "moves" and "enters" are two entirely different things, and being punted into radioactive hell is not damaging at all, provided you didn't walk into it under your own power.
I'll give you a clue: the answer starts with D and ends with D.Meanwhile, another player was pulled out of the area before the start of their turn, so they took absolutely no damage! I'm at a complete loss as to how any of this make sense.
Sounds like something I'd say.You'd think someone would say "if your DM rules enter and move are the same thing, you can do this"!
That was a good call. I hope your players don't always bust out the rulebook when things don't go their way, though. That's a whole new level of annoying.It led to a heated argument with my players. Which I abdicated, I mean, if they feel this strongly about it, that can be the rule of the day.
you say that as if it were a benefit that every table has to hash out what the rules mean by themselves
Because some people don’t have a problem with it.This is what rulings not rules means. You folks insisted on this. Hell minor clarity of Command causes thousand post threads.