Those trying to blow smoke into the exhaust are wasting their breath. I’ve played d&d longer than half of those commenting have been alive.
Dude, there's no shortage of old players here. I can safely say you have not been playing longer than I've been alive. Indeed, any time I've seen somebody claiming authority based on how long they've been playing and given a number, it's been less time than me. And this grants me no special authority or wisdom.
It's also irrelevant. The 5e rules are about ten years old. Any experience with previous rule sets is irrelevant, and could even create confusion, since things like "rounds" and "turns" have had different definitions in the past.
They are also not actually that hard. One doesn't need to have been playing anything like ten years to have system expertise. Nor does playing that long grant expertise. Indeed, if somebody made a bad reading early on and had been playing it wrong for all this time, it might be hard for them to acknowledge they've been wrong all this time. (And their games would probably have run fine. RPGs are very rarely dependent of exactly correct use of the mechanics to work.)
I know the rules and how they work, the problem is that others have been attempting to use other specific exceptions in other specific circumstances to gain advantages of a feature that change the way it functions and causes a conflict of design and requires further clarification.
Specific rules only pertain to the specific items or features where that exception exists, and attempts to use those exceptions in the general sense is what causes the confusion.
This isn't about exceptions, or specific-vs-general. This is basic game terms, established in chapter 1 of the new PHB. (And chapter 8 of the old.) I don't think there even can be exceptions to those rules, because they just establish the basic blocks of game time. There's no end of abilities that restrict themselves to one or the other.
But I think the most illustrative of the existence of the difference would be this:
Legendary Actions
A legendary creature can take a certain number of special actions — called legendary actions — outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It can forgo using them, and it can’t use them while incapacitatedor otherwise unable to take actions. If surprised, it can’t use them until after its first turn in the combat.
This is incompatible with rounds being the same as turns.
Those trying to blow smoke into the exhaust are wasting their breath. I’ve played d&d longer than half of those commenting have been alive.
I know the rules and how they work, the problem is that others have been attempting to use other specific exceptions in other specific circumstances to gain advantages of a feature that change the way it functions and causes a conflict of design and requires further clarification.
Specific rules only pertain to the specific items or features where that exception exists, and attempts to use those exceptions in the general sense is what causes the confusion.
So save your breath, i know how the rules work.
I'm just going to say this and be done with it. You need to reread the rules. This is the Internet and the fact no one agrees with you is a good sign that you need to relook at the rules. I'm not sure where your interpretation comes from, but it isn't supported by the rules as presented in the players handbook.
Those trying to blow smoke into the exhaust are wasting their breath. I’ve played d&d longer than half of those commenting have been alive.
I know the rules and how they work, the problem is that others have been attempting to use other specific exceptions in other specific circumstances to gain advantages of a feature that change the way it functions and causes a conflict of design and requires further clarification.
Specific rules only pertain to the specific items or features where that exception exists, and attempts to use those exceptions in the general sense is what causes the confusion.
So save your breath, i know how the rules work.
I'm just going to say this and be done with it. You need to reread the rules. This is the Internet and the fact no one agrees with you is a good sign that you need to relook at the rules. I'm not sure where your interpretation comes from, but it isn't supported by the rules as presented in the players handbook.
But have a wonderful day.
Try actually read the rules yourself before making any comments on something you know so little about. And I started playing D&D in 79, so I know the evolution of D&D well enough to know when people are attempting to distort rules because they expect a different result from a fixed system that intentionally limits a creature’s abilities, they don’t know how to play D&D.
A “round” and “turn” can mean the same thing in the game of D&D, and has always been that way.
Combat Step by Step
Combat unfolds in these steps:
Establish Positions. The Dungeon Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the adversaries are—how far away and in what direction.
Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns.
Take Turns. Each participant in the battle takes a turn in Initiative order. When everyone involved in the combat has had a turn, the round ends. Repeat this step until the fighting stops.
Initiative
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creatures, the DM makes a single roll, so each member of the group has the same Initiative.
Those trying to blow smoke into the exhaust are wasting their breath. I’ve played d&d longer than half of those commenting have been alive.
I know the rules and how they work, the problem is that others have been attempting to use other specific exceptions in other specific circumstances to gain advantages of a feature that change the way it functions and causes a conflict of design and requires further clarification.
Specific rules only pertain to the specific items or features where that exception exists, and attempts to use those exceptions in the general sense is what causes the confusion.
So save your breath, i know how the rules work.
I'm just going to say this and be done with it. You need to reread the rules. This is the Internet and the fact no one agrees with you is a good sign that you need to relook at the rules. I'm not sure where your interpretation comes from, but it isn't supported by the rules as presented in the players handbook.
But have a wonderful day.
Try actually read the rules yourself before making any comments on something you know so little about. And I started playing D&D in 79, so I know the evolution of D&D well enough to know when people are attempting to distort rules because they expect a different result from a fixed system that intentionally limits a creature’s abilities, they don’t know how to play D&D.
A “round” and “turn” can mean the same thing in the game of D&D, and has always been that way.
Rounds and turns have never been the same thing in any edition.
And in 5e “A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.”
The trouble is that the terms have not had a uniform meaning throughout the years. The early years were weird. Since 3.x though, a turn is each player’s opportunity to act and a round is the sum of all players’ opportunities to act through one initiative count. Once per turn and once per round are not the same and never have been the same; they cannot be used interchangeably and never could be.
There's as many turn in a round as there's participants so they're obviously not the same thing per the Combat Rules you can see their distinctions below.
The Order of Combat: The game organizes combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.
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Dude, there's no shortage of old players here. I can safely say you have not been playing longer than I've been alive. Indeed, any time I've seen somebody claiming authority based on how long they've been playing and given a number, it's been less time than me. And this grants me no special authority or wisdom.
It's also irrelevant. The 5e rules are about ten years old. Any experience with previous rule sets is irrelevant, and could even create confusion, since things like "rounds" and "turns" have had different definitions in the past.
They are also not actually that hard. One doesn't need to have been playing anything like ten years to have system expertise. Nor does playing that long grant expertise. Indeed, if somebody made a bad reading early on and had been playing it wrong for all this time, it might be hard for them to acknowledge they've been wrong all this time. (And their games would probably have run fine. RPGs are very rarely dependent of exactly correct use of the mechanics to work.)
This isn't about exceptions, or specific-vs-general. This is basic game terms, established in chapter 1 of the new PHB. (And chapter 8 of the old.) I don't think there even can be exceptions to those rules, because they just establish the basic blocks of game time. There's no end of abilities that restrict themselves to one or the other.
But I think the most illustrative of the existence of the difference would be this:
This is incompatible with rounds being the same as turns.
I'm just going to say this and be done with it. You need to reread the rules. This is the Internet and the fact no one agrees with you is a good sign that you need to relook at the rules. I'm not sure where your interpretation comes from, but it isn't supported by the rules as presented in the players handbook.
But have a wonderful day.
Combat Step by Step
Combat unfolds in these steps:
Initiative
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of identical creatures, the DM makes a single roll, so each member of the group has the same Initiative.
Rounds and turns have never been the same thing in any edition.
Round vs. Turn in the classics
Round vs. Turn in 3.x
Round vs. Turn in 4e
And in 5e “A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next round if neither side is defeated.”
The trouble is that the terms have not had a uniform meaning throughout the years. The early years were weird. Since 3.x though, a turn is each player’s opportunity to act and a round is the sum of all players’ opportunities to act through one initiative count. Once per turn and once per round are not the same and never have been the same; they cannot be used interchangeably and never could be.
There's as many turn in a round as there's participants so they're obviously not the same thing per the Combat Rules you can see their distinctions below.