The thing you have failed to adequately provide any evidence for is "traveling into a 5' square requires that a creature takes 2d4 of damage".
Look, if you travel 5ft into a 5ft wide square, you're not in that square anymore.
Traveling through the square
Nothing pertains to when you leave said square. As written, "When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels."
If you have a 5' square, it takes exactly 5' to cross it. You have met the requirements of:
1. Moving into or within the area 2. Traveling 5'
What is lacking is evidence that you should not be suffering any damage as you cross that 5' threshold.
Residing within the square
Look, if you travel 5ft into a 5ft wide square, you're not in that square anymore.
If you are not passing through the square, but staying within it: seeing as the duration of the spell is 10 minutes and you've moved - say 2.5' - to the center of the square, are you suggesting that you're glued to this space for the duration? Sure, I can get behind that. Don't move for 10 minutes, else take the 2d4 as you leave.
Of course, we're assuming that the "The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it." causes your character to know exactly what is happening and where, correct?
Edit: What do you mean by 'glued to that space for 10 minutes?' Damage is calculated on a per round basis not on some cumulative distance basis. How you moved the prior round does not affect how you move this round. And if the person moves further in the next round, even if just 5' that entire 5' would be 'within the area' since the first half and second half of that 5' would both be within
there is nothing in the rules for movement, moving, travel, or this spell that says this is true. That is an assumption on your part
If someone insists on playing D&D&S (Dungeons and Dragons and Sudoku) and scribbling little numbers in the corners of their grid to indicate the precise coordinates of minis within a box just in case someone casts spike growth so they can determine exactly when that first 5 feet of damage kicks in, then they should absolutely play that way.
But I would hope they also apply those coordinates to opportunity attacks and such, just to be consistent.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Really? So you are saying that someone already in the field (thus not in contention with respect to this discussion) who moves 5 feet one round then 10 more feet next round, all completely within the field both rounds, takes 2d4 the first round and 6d4 the second?
Deliberately misrepresenting what someone else says is never a good look, my dude.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
No, they trigger 2d4 every time they cross 5 feet of travel. Are you deliberately trying to take the most obtuse interpretation of my words as possible?
what cumulative means is that moving 6 feet on turn one and 4 feet on turn two means you still take 2d4 on turn two, because you hit a cumulative multiple of 5’
I am still curious your answer to my jumping question, though. Playing on a grid, does someone with a 16 Strength jump 4 squares (20') (with the proper running start)?
No 3 you jump 16 feet and land 3 squares away from your square space
Hey, Kotath, I suddenly realized the hill you've chosen to die on your argument wouldn't actually change anything.
If you want to house-rule your grid play so that movement is "middle of a square to middle of the next" rather than simply "square to square", all that would do is force people to cast their area of effect spells like spike growth with its edges in the middle of squares, rather than following the grid lines. Wherever you decide movement starts, the AoE would line up with it.
Poof, your phantom 2.5 feet of movement "outside" the spike growth just vanished.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The problem some of you are experiencing is that you're using feet speed to move on grid play. Grid play use square speed to move and if you are using it, there's no way "an amount of that movement transpired before crossing into it" like Theater of the Mind. You either use grid play or you don't. If you do use grid play, you move by square. And if you do, there's no ammount of 1 square that transpire before crossing into 1 square. So you can't fraction feet speed into square.
Grid Play: You spend 1 square of speed to move one square. The entirety of the cost is to move, and enter a new square.
No one objects to the fact you move over square by square. The objection is that somehow all of that movement is somehow inside the new square. You don't teleport into the new square and walk in a tight circle for 5'. That is absurd.
You character started outside the area of effect and walked through an amount of space that wasn't part of the effect, then walked into the new square for the remained of that movement. This cost a square of movement.
Grid play doesn't make people start teleporting all of a sudden. If there is a thin barrier between these adjacent square you still would be limited in mobility options exactly the same as ToTM. Using a Grid is optional and ONLY changes specifically and ONLY the rules it says it changes. You don't toss out logic and reason when you add these optional rules.
We know for a fact that some of their path was outside the spell effect. That's objective fact.
Optional Grid rule is it takes exactly 5' to move between squares. Fact.
So we know their path is exactly 5' (one square). Objective Fact.
So, 5' path, minus any real number... is... less than 5'. Objective Fact.
You guys are throwing the baby out with the bath water here. Just because it is on a grid doesn't mean it no longer should make logical narrative sense.
ToTM: You spend 1 feet of speed to move 1 feet. The entirety of the cost is to move, and enter a new feet of space.
Now does it mean that for Spiked Growth particularly, a discrepency can exist in how it handle damage based on if you play ToTM or grid play? It's entirely possible.
Yeah say both the ToTM and the Grid guy are in the exact same spot. Both roughly 2.5 Ft away from the edge of Spike Growth.
ToTM guy moves 5', in the direction of the center of the spell effect right into it. Grid guy does the same by one square.
Both of them walked 2.5' outside the area, then 2.5' inside the area. One is now roughly 2-3' into the area, ToTM descriptively... and the other is in the first square of the area, Grid descriptively. But BOTH walked partially outside it and partially inside it. Both moved less than 5ft "within" it. Because it was exactly the same path.
ToTM:"When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels."
This is identical for Grid play too, since Grid rules don't change anything about spell effects unless it says so. Ie Ranges.
Grid Play:"When a creature moves into or within the area, it takes 2d4 piercing damage for every square it travels."
False. Entirely false. This is an invention. Grid rules don't change spell effects. Is THAT where you guys are going wrong? Applying a Ft to Square conversion to everything even if the grid rules don't tell you to??
The ONLY things Grid Optional Rules change is: Squares. Speed. Entering a Square. Corners. Ranges.
If you're changing other stuff you're homebrewing.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
No, they trigger 2d4 every time they cross 5 feet of travel. Are you deliberately trying to take the most obtuse interpretation of my words as possible?
what cumulative means is that moving 6 feet on turn one and 4 feet on turn two means you still take 2d4 on turn two, because you hit a cumulative multiple of 5’
Fundamentally wrong. Fundamentally.
When an effect is triggered, you resolve it immediately. Unless it says otherwise.
"When you move" is the trigger for spike growth's damage so it triggers WHEN you move. Not a round later. When.
When.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If someone insists on playing D&D&S (Dungeons and Dragons and Sudoku) and scribbling little numbers in the corners of their grid to indicate the precise coordinates of minis within a box just in case someone casts spike growth so they can determine exactly when that first 5 feet of damage kicks in, then they should absolutely play that way.
But I would hope they also apply those coordinates to opportunity attacks and such, just to be consistent.
That is fair game.
If he understood the argument put forth he'd understand why his "objection" was silly.
See, it doesn't actually matter where in a square you are to know that moving exactly 5' into an adjacent square means that less than 5' of that travel was within the adjacent square. The nebulous hazy unknown position within your starting an destination squares needn't be precisely defined to know this.
Because subtracting any real number (the distance in your starting square you travel to leave it) from 5' results in... believe it or not: A number less than 5'.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Both roughly 2.5 Ft away from the edge of Spike Growth.
ToTM guy moves 5', in the direction of the center of the spell effect right into it. Grid guy does the same by one square.
Both of them walked 2.5' outside the area, then 2.5' inside the area. One is now roughly 2-3' into the area, ToTM descriptively... and the other is in the first square of the area, Grid descriptively. But BOTH walked partially outside it and partially inside it. Both moved less than 5ft "within" it. Because it was exactly the same path.
Grid Play:"When a creature moves into or within the area, it takes 2d4 piercing damage for every square it travels."
False. Entirely false. This is an invention. Grid rules don't change spell effects. Is THAT where you guys are going wrong? Applying a Ft to Square conversion to everything even if the grid rules don't tell you to??
If you use Grid Play, you use it entirely. There's no 2.5 you use square speed by 5 feet segment. and there's no half square neither for that matter.
"Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments."
You must convert by "square it travel" otherwise the spell deals no damage in Grid Play since it doesn't move foot by foot, but squares by squares. Which would be as much ridiculous as 2.5 fraction ☺
Really? So you are saying that someone already in the field (thus not in contention with respect to this discussion) who moves 5 feet one round then 10 more feet next round, all completely within the field both rounds, takes 2d4 the first round and 6d4 the second?
Deliberately misrepresenting what someone else says is never a good look, my dude.
The suggestion that one had to remain 'glued in place' for 10 min to avoid damage. It was a response to the suggestion of moving 2.5' in one round and 2.5' out another round. The argument was that clearly that it was 5' total therefore should do damage.
Just re-read the posts.
Absolutely no one suggested, implied or even contemplated that someone would take damage twice for the first 5 feet of movement, regardless of how the movement is broken up.
But you already knew that.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Hey, Kotath, I suddenly realized the hill you've chosen to die on your argument wouldn't actually change anything.
If you want to house-rule your grid play so that movement is "middle of a square to middle of the next" rather than simply "square to square", all that would do is force people to cast their area of effect spells like spike growth with its edges in the middle of squares, rather than following the grid lines. Wherever you decide movement starts, the AoE would line up with it.
Poof, your phantom 2.5 feet of movement "outside" the spike growth just vanished.
You're argument is basically: "Well, what if instead of being outside and moving into the effect they just start in the effect!?"
Lol.. well if they start in the area and move 5' they take damage. Of course starting in the area and moving 5 ft within the area triggers the damage. No one has ever argued otherwise. You know that right?
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Both roughly 2.5 Ft away from the edge of Spike Growth.
ToTM guy moves 5', in the direction of the center of the spell effect right into it. Grid guy does the same by one square.
Both of them walked 2.5' outside the area, then 2.5' inside the area. One is now roughly 2-3' into the area, ToTM descriptively... and the other is in the first square of the area, Grid descriptively. But BOTH walked partially outside it and partially inside it. Both moved less than 5ft "within" it. Because it was exactly the same path.
Grid Play:"When a creature moves into or within the area, it takes 2d4 piercing damage for every square it travels."
False. Entirely false. This is an invention. Grid rules don't change spell effects. Is THAT where you guys are going wrong? Applying a Ft to Square conversion to everything even if the grid rules don't tell you to??
If you use Grid Play, you use it entirely. There's no 2.5 you use square speed by 5 feet segment. and there's no half square neither for that matter.
"Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments."
You must convert by "square it travel" otherwise the spell deals no damage in Grid Play since it doesn't move foot by foot, but squares by squares. Which would be as much ridiculous as 2.5 fraction ☺
No one is arguing you don't move your movement speed from square to square using a square of speed. No one. I'm not sure why you're fixated on "counter-arguing" with restating how we all agree grid movement works.
But spell effects are not modified by Grid rules. Generally. Ranges are, sure, because that is specifically address by the Grid rules. but the "2d4 piercing damage per 5' traveled." portion of Spike Growth is not changed by grid rules.
Your post seems to confirm you think otherwise, and.. that's fine. You can homebrew additional optional grid rules to modify this spell effect if that works for you and your games.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
What change between ToTm and Grid Play is the mnimum movement. ToTM can move into the area as minimum as 1 foot, while Grid Play as minimum as 5 feet segment.
ToTM move foot by foot. Minimum travel to take 2d4 damage is 5 feet since you must spend 5 feet to move 5 feet. Moving 1-4 foot into the aorea deal 0 damage.
GRPL move square by square. Minimum travel to take 2d4 damage is 1 square, since 5 feet = 1 square. Moving 0 square into the area deal 0 damage.
What change between ToTm and Grid Play is the mnimum movement. ToTM can move into the area as minimum as 1 foot, while Grid Play as minimum as 5 feet segment.
I mean really, there's no minimum at all with TotM. If you want to create a scenario where movement would need to be measured in inches, or even fractions of an inch, there's nothing stopping you.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
But spell effects are not modified by Grid rules. Generally. Ranges are, sure, because that is specifically address by the Grid rules. but the "2d4 piercing damage per 5' traveled." portion of Spike Growth is not changed by grid rules.
"Every 5 feet" is either a range or a speed either way in Grid Play it's in square otherwise you wouldn't take damage because you don't travel in feet! loll
If you don't use 5 feet = 1 square for spells and other effects, there could be more stuff impacted! When a game element says X feet, you have treat it as distance range in square or nothing will work! Saying you don't modify stuff in X feet because you use Grid Play absurd you must convert either way.
What change between ToTm and Grid Play is the mnimum movement. ToTM can move into the area as minimum as 1 foot, while Grid Play as minimum as 5 feet segment.
I mean really, there's no minimum at all with TotM. If you want to create a scenario where movement would need to be measured in inches, or even fractions of an inch, there's nothing stopping you.
There's a minimum of 1 as the rules says foot by foot (singular) and speed is given in X feet as a unit.
"Rather than moving foot by foot, move square by square on the grid."
What change between ToTm and Grid Play is the mnimum movement. ToTM can move into the area as minimum as 1 foot, while Grid Play as minimum as 5 feet segment.
I mean really, there's no minimum at all with TotM. If you want to create a scenario where movement would need to be measured in inches, or even fractions of an inch, there's nothing stopping you.
There's a minimum of 1 as the rules says foot by foot (singular)
"Rather than moving foot by foot, move square by square on the grid."
That's not how grammar works there, but it really doesn't matter.
Rollback Post to RevisionRollBack
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
That's not how grammar works there, but it really doesn't matter.
Sorry I'm not english native so if i express my self mistakenly it's possible. But if speed is in feet, having 25 feet of movement the lowest whole number deniminator possible is 1/25. And the rules i posted expressely mention moving foot by foot.
Unless there is any mention elsewhere in the rules about moving as a fraction lower than that, i assume you move by 1 foot segment.
Really? So you are saying that someone already in the field (thus not in contention with respect to this discussion) who moves 5 feet one round then 10 more feet next round, all completely within the field both rounds, takes 2d4 the first round and 6d4 the second?
Deliberately misrepresenting what someone else says is never a good look, my dude.
The suggestion that one had to remain 'glued in place' for 10 min to avoid damage. It was a response to the suggestion of moving 2.5' in one round and 2.5' out another round. The argument was that clearly that it was 5' total therefore should do damage.
Just re-read the posts.
Absolutely no one suggested, implied or even contemplated that someone would take damage twice for the first 5 feet of movement, regardless of how the movement is broken up.
But you already knew that.
Well, they argued that the distance is cumulative. They argued that there is no means for it to ever reset. So... they did make these arguments even if that wasn't what they intended to argue.
And, that is sorta the point of the reductio ad absurdum. It shows what actually taking those claims at face value would lead to, even if the original writer isn't claiming that the damage is cumulative.. they DID claim the distance never resets AND is cumulative, so the natural 'absurd' result of taking those statements at face value is that walking 5' in does 2d4 damage, then another 5ft in does 4d4 damage, and then another 5ft in does 6d4 damage.
Because that is the absurd result of taking those statements at face value we can safely disprove one or both of them, at least in combination. Because obviously that isn't how the spell effect works.
Honestly it boils down to a fundamental misunderstanding of triggered effects. If a rule says "When X, then Y" You do the Y WHEN X happens. Not at some later point. it isn't cumulative, and it doesn't reset on an interval of time, it simple gets fully resolved entirely right then and there.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
To post a comment, please login or register a new account.
there is nothing in the rules for movement, moving, travel, or this spell that says this is true. That is an assumption on your part
If someone insists on playing D&D&S (Dungeons and Dragons and Sudoku) and scribbling little numbers in the corners of their grid to indicate the precise coordinates of minis within a box just in case someone casts spike growth so they can determine exactly when that first 5 feet of damage kicks in, then they should absolutely play that way.
But I would hope they also apply those coordinates to opportunity attacks and such, just to be consistent.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Deliberately misrepresenting what someone else says is never a good look, my dude.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
No, they trigger 2d4 every time they cross 5 feet of travel. Are you deliberately trying to take the most obtuse interpretation of my words as possible?
what cumulative means is that moving 6 feet on turn one and 4 feet on turn two means you still take 2d4 on turn two, because you hit a cumulative multiple of 5’
No 3 you jump 16 feet and land 3 squares away from your square space
Square 0 is your space
Square 1 is 5-9 feet (1 square speed)
Square 2 is 10 - 14 feet (2 square speed)
Square 3 is 15 - 19 feet (3 square speed)
Hey, Kotath, I suddenly realized
the hill you've chosen to die onyour argument wouldn't actually change anything.If you want to house-rule your grid play so that movement is "middle of a square to middle of the next" rather than simply "square to square", all that would do is force people to cast their area of effect spells like spike growth with its edges in the middle of squares, rather than following the grid lines. Wherever you decide movement starts, the AoE would line up with it.
Poof, your phantom 2.5 feet of movement "outside" the spike growth just vanished.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
No one objects to the fact you move over square by square. The objection is that somehow all of that movement is somehow inside the new square. You don't teleport into the new square and walk in a tight circle for 5'. That is absurd.
You character started outside the area of effect and walked through an amount of space that wasn't part of the effect, then walked into the new square for the remained of that movement. This cost a square of movement.
Grid play doesn't make people start teleporting all of a sudden. If there is a thin barrier between these adjacent square you still would be limited in mobility options exactly the same as ToTM. Using a Grid is optional and ONLY changes specifically and ONLY the rules it says it changes. You don't toss out logic and reason when you add these optional rules.
You guys are throwing the baby out with the bath water here. Just because it is on a grid doesn't mean it no longer should make logical narrative sense.
Yeah say both the ToTM and the Grid guy are in the exact same spot. Both roughly 2.5 Ft away from the edge of Spike Growth.
ToTM guy moves 5', in the direction of the center of the spell effect right into it. Grid guy does the same by one square.
Both of them walked 2.5' outside the area, then 2.5' inside the area. One is now roughly 2-3' into the area, ToTM descriptively... and the other is in the first square of the area, Grid descriptively. But BOTH walked partially outside it and partially inside it. Both moved less than 5ft "within" it. Because it was exactly the same path.
This is identical for Grid play too, since Grid rules don't change anything about spell effects unless it says so. Ie Ranges.
False. Entirely false. This is an invention. Grid rules don't change spell effects. Is THAT where you guys are going wrong? Applying a Ft to Square conversion to everything even if the grid rules don't tell you to??
The ONLY things Grid Optional Rules change is: Squares. Speed. Entering a Square. Corners. Ranges.
If you're changing other stuff you're homebrewing.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Fundamentally wrong. Fundamentally.
When an effect is triggered, you resolve it immediately. Unless it says otherwise.
"When you move" is the trigger for spike growth's damage so it triggers WHEN you move. Not a round later. When.
When.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If he understood the argument put forth he'd understand why his "objection" was silly.
See, it doesn't actually matter where in a square you are to know that moving exactly 5' into an adjacent square means that less than 5' of that travel was within the adjacent square. The nebulous hazy unknown position within your starting an destination squares needn't be precisely defined to know this.
Because subtracting any real number (the distance in your starting square you travel to leave it) from 5' results in... believe it or not: A number less than 5'.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If you use Grid Play, you use it entirely. There's no 2.5 you use square speed by 5 feet segment. and there's no half square neither for that matter.
"Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments."
You must convert by "square it travel" otherwise the spell deals no damage in Grid Play since it doesn't move foot by foot, but squares by squares. Which would be as much ridiculous as 2.5 fraction ☺
Absolutely no one suggested, implied or even contemplated that someone would take damage twice for the first 5 feet of movement, regardless of how the movement is broken up.
But you already knew that.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
You're argument is basically: "Well, what if instead of being outside and moving into the effect they just start in the effect!?"
Lol.. well if they start in the area and move 5' they take damage. Of course starting in the area and moving 5 ft within the area triggers the damage. No one has ever argued otherwise. You know that right?
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
No one is arguing you don't move your movement speed from square to square using a square of speed. No one. I'm not sure why you're fixated on "counter-arguing" with restating how we all agree grid movement works.
But spell effects are not modified by Grid rules. Generally. Ranges are, sure, because that is specifically address by the Grid rules. but the "2d4 piercing damage per 5' traveled." portion of Spike Growth is not changed by grid rules.
Your post seems to confirm you think otherwise, and.. that's fine. You can homebrew additional optional grid rules to modify this spell effect if that works for you and your games.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
What change between ToTm and Grid Play is the mnimum movement. ToTM can move into the area as minimum as 1 foot, while Grid Play as minimum as 5 feet segment.
ToTM move foot by foot. Minimum travel to take 2d4 damage is 5 feet since you must spend 5 feet to move 5 feet. Moving 1-4 foot into the aorea deal 0 damage.
GRPL move square by square. Minimum travel to take 2d4 damage is 1 square, since 5 feet = 1 square. Moving 0 square into the area deal 0 damage.
I mean really, there's no minimum at all with TotM. If you want to create a scenario where movement would need to be measured in inches, or even fractions of an inch, there's nothing stopping you.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
"Every 5 feet" is either a range or a speed either way in Grid Play it's in square otherwise you wouldn't take damage because you don't travel in feet! loll
If you don't use 5 feet = 1 square for spells and other effects, there could be more stuff impacted! When a game element says X feet, you have treat it as distance range in square or nothing will work! Saying you don't modify stuff in X feet because you use Grid Play absurd you must convert either way.
There's a minimum of 1 as the rules says foot by foot (singular) and speed is given in X feet as a unit.
"Rather than moving foot by foot, move square by square on the grid."
That's not how grammar works there, but it really doesn't matter.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Sorry I'm not english native so if i express my self mistakenly it's possible. But if speed is in feet, having 25 feet of movement the lowest whole number deniminator possible is 1/25. And the rules i posted expressely mention moving foot by foot.
Unless there is any mention elsewhere in the rules about moving as a fraction lower than that, i assume you move by 1 foot segment.
Well, they argued that the distance is cumulative. They argued that there is no means for it to ever reset. So... they did make these arguments even if that wasn't what they intended to argue.
And, that is sorta the point of the reductio ad absurdum. It shows what actually taking those claims at face value would lead to, even if the original writer isn't claiming that the damage is cumulative.. they DID claim the distance never resets AND is cumulative, so the natural 'absurd' result of taking those statements at face value is that walking 5' in does 2d4 damage, then another 5ft in does 4d4 damage, and then another 5ft in does 6d4 damage.
Because that is the absurd result of taking those statements at face value we can safely disprove one or both of them, at least in combination. Because obviously that isn't how the spell effect works.
Honestly it boils down to a fundamental misunderstanding of triggered effects. If a rule says "When X, then Y" You do the Y WHEN X happens. Not at some later point. it isn't cumulative, and it doesn't reset on an interval of time, it simple gets fully resolved entirely right then and there.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.