Kaelik wrote:deaddmwalking wrote:Turns out that dropping an item on the ethereal plane and assuming it remains there at least through the duration of the spell isn't settled. And it looks like every single time this comes up the same people like to claim that this is 'settled' and have never provided any support. Believing that blink includes a 20% miss chance is awfully popular for a stupid reading that you'd have to be stupid to believe.
I've never claimed that it is universally known. I've had endless arguments with bad faith lying shitfaces like you who "just ask for citations" and then when I provide them, ignore them.
I have lurked here since before I went to university, because the Tomes were what I found when I googled for the rules of D&D. In the nearly ten years since, this is the first time that the claim that Blink doesn't have a miss chance for ranged attacks has been made before my eyes.
Kaelik wrote:Just like you are still doing right now. Because after your "I just want a citation" I GAVE you one, and then you promptly ignored that post and every post I've made since
I checked. You gave two. Neither was sufficient to disprove the claim that there does not exist a general rule of what happens to personally attended objects.
Kaelik wrote:deaddm, tell me, this is very important, what do "the rules" say happens when you cast blink, pick up an object, and then put down an object.
I'm going to actually think about this one. The obvious interpretation is that objects you pick up start blinking while they're on you and stop blinking once you put them down. This is supported by the fact the spell text does not say "Objects you pick up start blinking with you and continue blinking until the spell expires even if they leave your possession".
This does not necessarily contradict Blink having a 20% miss chance. An object doesn't have to stop blinking the very instant it leaves your possession to stop blinking before anyone can do anything about it leaving your possession. If adhering to the philosophy that things stop being impacted by personal spells when they leave your possession, the obvious gloss is to say that they stop being so impacted when your turn ends instead of "instantly" to explain why arrows continue to blink in and out of the ethereal until the moment of truth and then stop blinking after that. This does not require contradicting the rules that went to print.
Kaelik wrote:Now, go read Astral Projection, now tell me, what do "the rules" say about if you planeshift to some other fucking plane, then cast Astral Projection?
This relates to your accusations of people being a Literal Word Idiot. Because Astral Projection unambiguously specifies the Material Plane and not any elemental or Outer Plane. However, it also fails to specify that it doesn't work from any other non-Astral plane, and this omission is worth the words saved because making the distinction between Astral and Not-Astral was the point of the clause, rather than an attempt to stop people projecting from Baator. The interpretation that it was never intended to outright exclude hell planes is straightforward and obvious, and does not lead to any particular contradiction with the effect described.
This relates because you compare it to reading "your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike" and interpreting it as "your own attacks [including your ranged attacks] have a 20% miss chance, since you sometimes go ethereal just as you are about to strike". You compare it expecting that everyone be intimately familiar with the idea that objects leaving your possession always stop being affected by spells on your person so quickly as to prevent ranged attacks from suffering a drawback from a spell on your person based not on the game mechanics but on the flavour text.
In order to make the astral plane example work for literal word idiots, you would need to change the rules as follows, bolded words being the ones I added:
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane or such other plane as you may cast the spell from in a state of suspended animation.
...
If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation.
...
The spell lasts until you desire to end it, or until it is terminated by some outside means, such as... the destruction of your body back on the Material Plane (which kills you).
So, adding a clumsy clause to one paragraph and then removing rhetorical emphasis to two paragraphs. The alternative being to use a clumsy clause to be rhetorical emphasis in the other two.
In order to make Blink work the way you say Blink works for literal word idiots, you would instead need to change the rules as follows:
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own melee attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
You appear to be comparing the addition of literally one word to the addition of some clumsy legalese and removal of reiteration from the text.
...I guess I'll count the post where you directly quote Blink instead of making a function call as a third citation.
Kaelik wrote:"You just have to assume without any evidence of any kind that spells effect things besides their targets. Why won't anyone present me with any evidence that this isn't true?"
Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
That's the rule. Blink targets
you. Arrows and flasks somewhere over there are not you, so Blink
doesn't do anything to them.
This is literally what was explained to you from the beginning.
This is a strawman actually. No one ever was arguing that spells impact things that spells don't impact. The argument made was that spells check whether or not they impact something at the time of casting and don't give a general fuck thereafter unless and to the extent that the spell in question gives a specific fuck. It doesn't matter whether "something you were holding 9999999999999999999999999999 years ago is still you 9999999999999999999999999999 years later", if the spell was active on it
ever then the spell has its described effects until the spell ends.
Kaelik wrote:Omegonthesane wrote:Kaelik wrote:Spells that effect you also affect your attended items. That does not, in fact, mean that they affect items that you are not attending. You are not attending arrows that are not in your possession, you are attending arrows that are in your possession.
That is not how any other spell range in the game works. Spells check whether or not a thing is within the spell range at the moment of casting and at no other time. What precedent do you have, in terms that the game keeps track of, to argue that there is a general - not specific, general - rule that Range: You is different from Range: 25' burst in this regard?
1) Bursts are instantaneous dude. Like every single Burst in the game has an instantaneous duration.
This is a bad line of argument that shows a willingness to jump on any Gotcha! you can find, which in turn is more consistent with a desperate fear that you might not actually be in the right than it is with well founded confidence that your interpretation is correct and defensible.
It's also just factually wrong.
Kaelik wrote:2) Again, for the four thousandth time that none of you can read because your brains magically shut off whenever I say this to pick up again after.
THE RULES say that spells effect YOU, not "All the fucking arrows you are carrying."
The spell chooses to effect YOU and then does, for the entire duration. WHAT IS YOU changes.
I'm going to stop you there because nothing else that follows is relevant. In particular the "blinking man sized hole in a dragon" bit is a deranged refusal of my request that you not make arguments that rely on D&D tracking things that D&D doesn't track.
If the rules of the game specified that all personal spells stop affecting all equipment that leaves your person, instantly, then you would be able to easily point to where it said that. If this was the case, then Fireshield and Invisibility and Enlarge Person would not have to address what happens to equipment that leaves your person, because the fate of such equipment would be covered by a general rule.
Besides which, I already spelled out a way that one can reconcile the fact that Blink's miss chance was never, ever errata'd to not apply to ranged attacks with the fact that a lot of weird things occur if you have to keep track of what equipment was part of the blinking person at the time of casting which doesn't depend on making the text of Blink in need of errata. So I really don't have any stake in arguing that Personal spells remain active on dropped equipment for longer than the turn in which the equipment was dropped, but they really should have printed a literal general rule to that effect. That way the text of Enlarge Person and Invisibility and Blink could be read as clarifying how the general rules impact their specific situations, instead of defining the rules for their specific situations.