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Cake day: August 9th, 2023

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  • It actually does say you can choose if you move, several things about when you can choose to move, and lots of stuff about when you can’t move or how much it cost you to move, or to move in certain ways, but you’re correct that (unless you’re using the Variant: Playing on a Grid) the game rules never specifically say the character moving gets to choose where they move, only how far.

    Of note; certain game effects, such as the frightened condition, or the effects of spells like dissonant whispers or confusion can limit, enhance or control certain aspects of a character’s movement that might need to be wordier if a specific blanket general rule explicitly said players can choose where to move.

    Also of note; The example given in the rule for using the Ready action if “you choose to move up to your speed” (emphasis mine) is “If the goblin steps next to me, I move away.” This example implies that you do at least choose which direction, at least in general, you’re moving when you choose how much to move, even if you don’t get to choose exactly where to move to.

    Another noteworthy rule; Becoming Lost under the Wilderness Survival section clearly indicates a circumstance where the characters do not decide where to move, but the do determine a desired direction and a successful ability check allows them to move in that direction.

    Certain exceptions apply; for instance, some means of movement such as the spell dimension door do allow to choose exactly where to move, (certain restrictions apply,) or if a creature is an independent mount is “it moves and acts as it wishes.” (Being an exception based game certain rules may contradict that creature’s wishes, such as the rule that says you can move up to your speed on your turn.)


  • If video published games publisher put out titles with gamebreaking bugs and expected the player’s computer or console to figure out what was wrong and fix them, there would be riots.
    I’m always kind of amazed how many people defend WotC putting out products with so many weird problems and expecting DMs to just shadow-patch the issues and not complain about it.



  • Oh yeah, I fully understand that so many was to do something like this are better. You’re using a 6th level spell, a 3rd level spell, a 1,500 gp component, and using up your contingent spell on this just to get back ½ of 3d10 on a hit.

    This is about one of the least broken healing tricks you can do in 5e, but so many people are going out of their way picking at minutia or saying “Here’s how I’d houserule this to stop that trick” (essentially admitting it works fine without DM fiat to counteract it) without considering that life transference is infinitely better and also fails to exclude yourself a viable target for healing. Or just polymorphing yourself, or putting yourself in a resilient sphere before you take the damage is perfectly valid, strictly better and still an utter waste of a contingency.

    Just FYI though, this is what being creative with spells actually looks like. Coming up with a weird unforseen non-RAI use-case and implementing it within the bounds of the actual words of the spells. Not reading the name of the spell and saying, “I create water inside his lungs, instantly drowning him. (Pls don’t look up suffocation rulez. thx” or “I heat the metal calcium in his bones, lol.”

    All that aside, it looks like my pot stirring was a bit more successful this go ‘round. If I got some people to sign up to argue with me and migrate away from that site I used to use before it became enshittified beyond human tolerance, my purpose was served.


  • I think that’s kind of a stretch. The range of the spell is explicitly “Self”, and the heal triggers off a hit dealing damage to the target.

    If this kind of cherry-picking clauses worked, the Paladin “Breaking your Oath” sidebar would be meaningless. All an impenitent Paladin player needs to do is point to the first sentence of the Sacred Oath feature that says “[…] you swear the oath that binds you as a paladin forever.”

    Also the fact that a redundant statement is included is not proof of anything. I’ve fielded similar arguments with someone who thought the “Casting the spell doesn’t remove it from your list of prepared spells.” clause in the Spellcasting feature of prepared casters was proof that all other methods of spellcaster deleted the spell after it was cast. Trying to explain that “A spell is a discrete magical effect, a single shaping of the magical energies” is not the same as one-time use only, the same way a sword being a discrete object doesn’t mean swinging the sword is a one time thing, is exhausting.





  • You can’t “hit someone else”* because of the stipulations in contingency. RAI I’m sure they don’t want you sucking the life from your left buttcheek to close up the mortal wound in your gut, but based on what they wrote, I haven’t found a solid contradiction to this plan in the rules-as-written.

    Also you can deal damage to something that is fully damaged. There’s even a specific rule for “Damage at 0 Hit Points.” under the Death Saving Throws section.




  • Cereal Nommer@ttrpg.networkOPtoRPGMemes @ttrpg.networkCooking Up Contingency Plans
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    3 years ago

    The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.

    Doesn’t say “exclusively from others”. Without casting this spell you couldn’t do that normally.

    It also says,

    On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.

    No qualifiers about the target having to be a creature other than you. It just has to be a creature within your reach.






  • I personally just rules lawyer back twice as hard.

    • Well, technically revivify requires you to target a creature not the corpse of a creature…
    • Actually detect magic doesn’t exclude itself, and the passive detection is pass/fail, so unless you’re immune to divination…
    • Oh, the demi-lich got errata’d to have more hit dice, but they never “corrected” the default hp based on the special Undead Nature trait, so now it actually has %60 more hit points than the stat block would imply.
    • Sure, freedom of movement lets you escape these non-magical restraints, but you have to spend 5 feet of movement to do it and your speed is currently 0.

    A fair chunk That Guy’s tricks depend on a lenient or permissive DM/cherry-picking the most favorable rules & interpretations. If you don’t shadow-patch a bunch of fixes to make things work how people expect them to the game breaks down. If they want me strictly following the rules I’m happy to oblige, but I’ve never seen a powergaming munchkin who could withstand the amount of nerfing actually playing RAW causes.



  • I mean… if you’re homebrewing a fix anyway, just make it CR up to the CR of the target or up to half their level if they don’t have a CR, to keep its power in line with other spells of that level. If the unbalanced save-or-suck is an issue at your table, give an unwilling target advantage on the save if they’re not incapacitated. Unless you rebalance other things, it’s just going to mean people won’t take/prepare polymorph as much though.

    The way you can nerf it, if needed, and still keep it RAW (for those AL DMs out there) is spelled out in the meme. 😁

    Either way, let your players know how you’re going to run polymorph before they design their character around certain expectations.