The rules don't say "you can do X under Y circumstances, despite the rule saying you cannot".
For instance, every round, you get a free object interaction:
Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.
If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
And yet, the Thrown weapon property says:
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack.
It doesn't say it overrides the one interaction limit, but it can't work right if it doesn't -- anyone with extra attack would eventually run out of steam.
The rules don't say "you can do X under Y circumstances, despite the rule saying you cannot".
For instance, every round, you get a free object interaction:
Interacting with Things. You can interact with one object or feature of the environment for free, during either your move or action. For example, you could open a door during your move as you stride toward a foe.
If you want to interact with a second object, you need to take the Utilize action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
And yet, the Thrown weapon property says:
If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack.
It doesn't say it overrides the one interaction limit, but it can't work right if it doesn't -- anyone with extra attack would eventually run out of steam.
Since the source of the effect stats that you can (specific), the general rule that you cannot, no longer applies.
That's exactly what I mean when I say specific overriding general.
It's a little more cloudy if you attempt to draw the weapon from like, a bag of holding, which would require an action. Since there are rules for Sheathing as opposed to Stowing but not Drawing from different sources
Specific only trumps general in the instance where the description specifically states that a general rule is overruled for that specific purpose.
General rules are the default, with specific exceptions occurring usually when magic is involved, but there are fringe cases.
Specific Beats General
This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
It's a little more cloudy if you attempt to draw the weapon from like, a bag of holding, which would require an action. Since there are rules for Sheathing as opposed to Stowing but not Drawing from different sources
There's an unwritten assumption that the weapon is on hand to pick up, draw, or whatever. Something in a bag of holding is not immediately on hand any more than one out of your reach is.
Specific only trumps general in the instance where the description specifically states that a general rule is overruled for that specific purpose.
General rules are the default, with specific exceptions occurring usually when magic is involved, but there are fringe cases.
Specific Beats General
This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
I know what it says, what it means is until a specific rule intercedes and overrides a general rule, general rule is default ruling. The specific rule only applies when the specific rule tells you it effects the general rules.
Specific rules do not permanently change the general rules, unless the specific rule says it does.
Specific rules change the specific rules in that specific instance, if a spell, feature, feat or item says you can do something, that is the specific, and you can, even if it doesn't works contrary to general rulings
As an example, something telling you that you can move upto half your movement, allows you to move upto half your movement, regardless of your remaining movement, as long as a separate specific ruling doesn't supperceed, ei. Restrained condition
I generally can't think of any. But there may be cases where it's tricky. For example, the general rule is that it takes 10 minutes to don or doff heavy armor. Warforged have integrated protection which requires them to take an hour to don or doff armor. Cast off armor allows you to don or doff that armor as an action. So how much time does a warforged need to don or doff cast armor? Arcane Armor from the armorer artificer can also be donned or doffed with an action. Does this change the requirement? Which rule is more specific?
Im not sure t understand what's asked but if you meant examples that not just give option to but change the general rules, everytime something says ''instead'' without saying ''you can'' anywhere should be the case. Here are some some exemples;
Level 17 Supreme Healing: When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Level 7: Evasion: You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.
Elf: Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need to rest.
Combining Spells Effect: The effects of different spells add together while their durations overlap. In contrast, the effects of the same spell cast multiple times don’t combine. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.
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Can anyone give me any instance we're this is untrue for my own educational purposes?
What does "explicitly" mean to you? Most special cases that override general rules don't specifically say what rule they're overriding.
If I'm reading you right, it's generally untrue.
The rules don't say "you can do X under Y circumstances, despite the rule saying you cannot".
For instance, every round, you get a free object interaction:
And yet, the Thrown weapon property says:
It doesn't say it overrides the one interaction limit, but it can't work right if it doesn't -- anyone with extra attack would eventually run out of steam.
Since the source of the effect stats that you can (specific), the general rule that you cannot, no longer applies.
That's exactly what I mean when I say specific overriding general.
It's a little more cloudy if you attempt to draw the weapon from like, a bag of holding, which would require an action. Since there are rules for Sheathing as opposed to Stowing but not Drawing from different sources
Specific Beats General
This compendium contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.
There's an unwritten assumption that the weapon is on hand to pick up, draw, or whatever. Something in a bag of holding is not immediately on hand any more than one out of your reach is.
Specific rules change the specific rules in that specific instance, if a spell, feature, feat or item says you can do something, that is the specific, and you can, even if it doesn't works contrary to general rulings
As an example, something telling you that you can move upto half your movement, allows you to move upto half your movement, regardless of your remaining movement, as long as a separate specific ruling doesn't supperceed, ei. Restrained condition
I generally can't think of any. But there may be cases where it's tricky. For example, the general rule is that it takes 10 minutes to don or doff heavy armor. Warforged have integrated protection which requires them to take an hour to don or doff armor. Cast off armor allows you to don or doff that armor as an action. So how much time does a warforged need to don or doff cast armor? Arcane Armor from the armorer artificer can also be donned or doffed with an action. Does this change the requirement? Which rule is more specific?
Im not sure t understand what's asked but if you meant examples that not just give option to but change the general rules, everytime something says ''instead'' without saying ''you can'' anywhere should be the case. Here are some some exemples;