Voluntarily ending a stance?


Rules Discussion


So, let's say I am a monk, I enter Crane Stance and then want to do another Strike than crane wing attack. What is required? Let's also say Crane stance is my only stance.

Stance Trait wrote:
A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first.

The trait text doesn't mention you can voluntarily end a stance other than violating the requirement. But Crane Stance only has unarmored as requirement. But I think a stance should be dismissable. So:

1) Can you just make another Strike to end the stance? It actually forbids you to make other strikes and it wouldn't go against the requirement.

2) Can you leave a stance without entering a new one? Is that a free action?

3) Do you have to wait until the encounter is over or you are knocked out or do you have to don armor to have the stance end? I can't enter another stance since I only have Crane.

4) other.


requiring that you only use a specific unarmed strike definitely is a requirement as far as the conditions for ending a stance are concerned.

As for otherwise exiting a stance voluntarily... there are only two questions to ask: Would that option provide an actual advantage to the character? Is there something that would be lost or diminished by allowing a character to just not be in a stance anymore at their choosing?

And if you don't come up with any "yes" answers, go ahead and consider that good to go.


I would say that logic must be paramount here. I don't think there's any reason to complicate this, so a free action seems to be the clear answer.
You will still have the other constraints anyway and will need to spend an action to enter the stance again, I say that's costly enough.


thenobledrake wrote:

requiring that you only use a specific unarmed strike definitely is a requirement as far as the conditions for ending a stance are concerned.

As for otherwise exiting a stance voluntarily... there are only two questions to ask: Would that option provide an actual advantage to the character? Is there something that would be lost or diminished by allowing a character to just not be in a stance anymore at their choosing?

And if you don't come up with any "yes" answers, go ahead and consider that good to go.

I think that there probably aren't any advantages to ending a stance as a free action, possibly with the Concentrate trait for any interactions with other stuff. So it's I guess fair to rule so.

I was just asking because there seems to be a rule missing, not for any power moves. :)

And Crane Stance doesn't require only the one Strike, it simply limits you. In the same way that Immobilized limits you to not be able to take Move actions.


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Yeah, so I'd agree this is an odd one. I think you should just be able to drop a stance as a free action, but agree that the rules, strictly speaking, don't permit it. Only being able to make Crane Wing strikes isn't a requirement of the stance, strictly speaking, as there's a specific section for stance requirements, and that even got adjusted for Mountain Stance (what used to be a Trigger became a Requirement).

That being said, this falls into the realm of "if something seems obviously wrong, fix it!", and I think it's reasonable to allow you to simply drop a stance assuming it's your turn.


Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.


Henro wrote:
Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.

In the end that was what I was wondering too, as it was clear something was missing. Should it be a free or a 1-action action. Making it free is basically ignoring this problem. Making it an action gives those stances a cost in very special circumstances.


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masda_gib wrote:
Henro wrote:
Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.
In the end that was what I was wondering too, as it was clear something was missing. Should it be a free or a 1-action action. Making it free is basically ignoring this problem. Making it an action gives those stances a cost in very special circumstances.

I also think it's 1-Action, and is covered by "enter a new stance". You are simply entering your "normal" stance.


I would go with free action; mechanically, you aren't achieving an advantageous state and thematically you could be said to be releasing whatever mental or physical state of readiness you were holding onto to achieve the stance in the first place. I wouldn't think it requires an action to achieve, any more than dropping a weapon would.


It should probably be at least an action, since there are defensive stances. One could exit, attack w/ weapon, enter. Then the PCs reaping the benefits w/o the lower damage Strikes defensive stances force.
Or if you count "normal" as a stance, that's another way to stop this since you can only enter a stance 1/round.

I'd do both.


Castilliano wrote:

It should probably be at least an action, since there are defensive stances. One could exit, attack w/ weapon, enter. Then the PCs reaping the benefits w/o the lower damage Strikes defensive stances force.

Or if you count "normal" as a stance, that's another way to stop this since you can only enter a stance 1/round.

I'd do both.

That probably would be the dumbest playstyle ever. You're either gaining a meager +1 AC for one action from Crane Style (just a roundabout way of raising a shield) or a DR 2 from Iron Blood Stance by spending an action every round. While for Mountain Stance it would be akin to don your armor every round and what would be the trade off? Wield weapons that would require investment outside of the monk class (weapon proficiency stuff) to use two-handed d12 weapons in order to be better than a Dragon Tail or Falling Stone attacks. Too much of a hassle and very wasteful of actions and if your goal was to use Flurry of Blows at all every Monk weapon would cap out at 1d8 (Bo Staff and Temple Sword) with some traits, hardly worth the action investment.


Lightning Raven wrote:
Castilliano wrote:

It should probably be at least an action, since there are defensive stances. One could exit, attack w/ weapon, enter. Then the PCs reaping the benefits w/o the lower damage Strikes defensive stances force.

Or if you count "normal" as a stance, that's another way to stop this since you can only enter a stance 1/round.

I'd do both.

That probably would be the dumbest playstyle ever. You're either gaining a meager +1 AC for one action from Crane Style (just a roundabout way of raising a shield) or a DR 2 from Iron Blood Stance by spending an action every round. While for Mountain Stance it would be akin to don your armor every round and what would be the trade off? Wield weapons that would require investment outside of the monk class (weapon proficiency stuff) to use two-handed d12 weapons in order to be better than a Dragon Tail or Falling Stone attacks. Too much of a hassle and very wasteful of actions and if your goal was to use Flurry of Blows at all every Monk weapon would cap out at 1d8 (Bo Staff and Temple Sword) with some traits, hardly worth the action investment.

Yep, dumb, but I've seen some speculate combos like that.

It adds too little damage if any (or defense) for too much effort.
There's more to it than you list though when you factor in later feats, not that they make it worthwhile IMO.
Yet I still find the answer tidy & consistent, as well as future-proofed.


Aratorin wrote:
masda_gib wrote:
Henro wrote:
Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.
In the end that was what I was wondering too, as it was clear something was missing. Should it be a free or a 1-action action. Making it free is basically ignoring this problem. Making it an action gives those stances a cost in very special circumstances.
I also think it's 1-Action, and is covered by "enter a new stance". You are simply entering your "normal" stance.

I partially agree here, but then it has to be addressed what happens when you violate the stance requirements:

Quote:
You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks

So, let's make it simple and go with an athletic maneuver,which has the attack trait

Quote:
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Now, you are in crane stance and perform a shove.

When does the stance end?

1)Before the shove is impossible, since you didn't violate anything.
2)During it's possible.
3)After it's also possible.

Personally I'd go with the 3rd option.


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HumbleGamer wrote:
Aratorin wrote:
masda_gib wrote:
Henro wrote:
Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.
In the end that was what I was wondering too, as it was clear something was missing. Should it be a free or a 1-action action. Making it free is basically ignoring this problem. Making it an action gives those stances a cost in very special circumstances.
I also think it's 1-Action, and is covered by "enter a new stance". You are simply entering your "normal" stance.

I partially agree here, but then it has to be addressed what happens when you violate the stance requirements:

Quote:
You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks

So, let's make it simple and go with an athletic maneuver,which has the attack trait

Quote:
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Now, you are in crane stance and perform a shove.

When does the stance end?

1)Before the shove is impossible, since you didn't violate anything.
2)During it's possible.
3)After it's also possible.

Personally I'd go with the 3rd option.

It doesn't end at all. Crane Stance only limits your STRIKES not your ATTACKS. All Strikes are attacks but not all attacks are Strikes. :)


That's very good information.
A friend of mine was playing monk limiting himself then.

Thank you!

Sovereign Court

Lightning Raven wrote:
Castilliano wrote:

It should probably be at least an action, since there are defensive stances. One could exit, attack w/ weapon, enter. Then the PCs reaping the benefits w/o the lower damage Strikes defensive stances force.

Or if you count "normal" as a stance, that's another way to stop this since you can only enter a stance 1/round.

I'd do both.

That probably would be the dumbest playstyle ever. (...)

I think the Mountain Stance is probably the best example. If you take that style you're probably dependent on it for AC so you don't want to be out of it after your turn, but what if you're fighting a devil with resistance against non-silver weapons, weakness against good damage, and earlier in the adventure you conveniently found a good silver dagger?

Finding such a convenient weapon is kind of a staple, but the monk styles make it hard to take advantage of it.

---

I'd personally lean towards a free action but only at the start of your turn.


HumbleGamer wrote:
Aratorin wrote:
masda_gib wrote:
Henro wrote:
Personally I'd have dropping a stance be one action, but otherwise I agree. There aren't a ton of situations where dropping a stance is something you want to do, but when you do it'd look really silly if you were stuck in it.
In the end that was what I was wondering too, as it was clear something was missing. Should it be a free or a 1-action action. Making it free is basically ignoring this problem. Making it an action gives those stances a cost in very special circumstances.
I also think it's 1-Action, and is covered by "enter a new stance". You are simply entering your "normal" stance.

I partially agree here, but then it has to be addressed what happens when you violate the stance requirements:

Quote:
You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks

So, let's make it simple and go with an athletic maneuver,which has the attack trait

Quote:
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.

Now, you are in crane stance and perform a shove.

When does the stance end?

1)Before the shove is impossible, since you didn't violate anything.
2)During it's possible.
3)After it's also possible.

Personally I'd go with the 3rd option.

Once again, the limiting of the strikes you can make isn't a requirement of the stance, it's just saying something you can't do while in the stance. You literally cannot make a different type of strike until you leave the stance. Just like when you're raging, you can't cast a spell as say "oh, I violated the requirements for my rage, and am therefor no longer raging!"


Rage is not a good comparison as it explicitly tells you "you can't voluntarily stop raging" while stances can be ended voluntarily.

It is that ability to voluntarily end a stance which creates the implication that - unlike rage which states it's literally impossible to take an incompatible action - taking an action you aren't supposed to will end the stance.


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thenobledrake wrote:

Rage is not a good comparison as it explicitly tells you "you can't voluntarily stop raging" while stances can be ended voluntarily.

It is that ability to voluntarily end a stance which creates the implication that - unlike rage which states it's literally impossible to take an incompatible action - taking an action you aren't supposed to will end the stance.

Perhaps the first part is the case, but I read "you can't" as "you can't". You potentially can voluntarily end a stance, but at the same time, you can't do that by making a strike. You'd have to end your stance (whether as a free action or as an action), then make a strike. There is no wording about it being a "requirement" around strikes during a stance and the means of ending a stance, even if incomplete, are pretty clear. The requirements section for a stance is also pretty clear, and none of them indicate the strikes you are making.

Liberty's Edge

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Is any thought needed to exit a stance? Because if there is, it should take an action.

I am inclined to say that it took and action to go into a stance so it should take an action to leave a stance, unless you are going to another stance.


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thenobledrake wrote:

Rage is not a good comparison as it explicitly tells you "you can't voluntarily stop raging" while stances can be ended voluntarily.

It is that ability to voluntarily end a stance which creates the implication that - unlike rage which states it's literally impossible to take an incompatible action - taking an action you aren't supposed to will end the stance.

You can only voluntarily end a Stance by violating its requirements or switching to another Stance. While in Crane Stance, you cannot make any other strikes. That's not a requirement, it's a limiting rule. You are not able to do it.

The only way to voluntarily exit Crane Stance is to enter another Stance, or put on Armor.

Mountain Stance is much simpler, as you can exit it by Jumping.


Aratorin wrote:


The only way to voluntarily exit Crane Stance is to enter another Stance, or put on Armor.

Or you can punch yourself unconsious if you don't have armor handy.


CRB wrote:
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode.

The language leaves open the option for the Monk to violate the requirements purposefully. From that perspective, intent matters, so an implicit requirement for any stance is that you still want to be in that stance. Violating that requirement of "intent" would likewise result in dropping the stance.

In addition, the language does not assess an action penalty, or any penalty, to dropping a stance, aside from no longer receiving its benefits. The only addition is that you can't use a Stance action more than once per round and you can only enter or be in a stance in encounter mode.

I don't see support for requiring an action cost to drop a stance.


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There's "you can't" meaning you don't have permission, and "you can't" meaning you lack the capability.

So I can't eat my neighbor's food, and I can't teleport - but one of those is conditional.

And I think interpreting the stance use of "you can't" as the you are not capable kind falls into the purview of the text on page 444 about problematic repercussions since it is - narratively speaking - "you can't do this thing because of how you are standing, but also you can't just not stand like that anymore"


thenobledrake wrote:

There's "you can't" meaning you don't have permission, and "you can't" meaning you lack the capability.

So I can't eat my neighbor's food, and I can't teleport - but one of those is conditional.

And I think interpreting the stance use of "you can't" as the you are not capable kind falls into the purview of the text on page 444 about problematic repercussions since it is - narratively speaking - "you can't do this thing because of how you are standing, but also you can't just not stand like that anymore"

Sure, if other requirements were written in the text of the abilities, then fine. But you're ignoring the fact that there's an explicit requirements section. I think you're trying to grammar away something that's completely obvious here. There's no other place in the rules that I can find where "you can't" means anything other than "it is impossible to do so". Sure, areas have "unless" clauses, but that doesn't exist here.

I'd agree there's an issue that you should be able to end a stance early, but that's a separate issue here.


thenobledrake wrote:

There's "you can't" meaning you don't have permission, and "you can't" meaning you lack the capability.

So I can't eat my neighbor's food, and I can't teleport - but one of those is conditional.

And I think interpreting the stance use of "you can't" as the you are not capable kind falls into the purview of the text on page 444 about problematic repercussions since it is - narratively speaking - "you can't do this thing because of how you are standing, but also you can't just not stand like that anymore"

You absolutely can "just not stand like that anymore". By spending an Action, to change your Stance. Or do you think it somehow takes less time to reorient your entire body than it does to add a single hand to the grip of your Weapon?


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Aratorin wrote:
You absolutely can "just not stand like that anymore". By spending an Action, to change your Stance. Or do you think it somehow takes less time to reorient your entire body than it does to add a single hand to the grip of your Weapon?

This probably the best argument for making leaving a stance an action. If the Fighter has to use an action to go from 1-handed to 2-handed with their bastard sword, why shouldn't the monk have to use an action to go from 1d8 slashing to 1d6 bludgeoning?


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Kelseus wrote:
Aratorin wrote:
You absolutely can "just not stand like that anymore". By spending an Action, to change your Stance. Or do you think it somehow takes less time to reorient your entire body than it does to add a single hand to the grip of your Weapon?
This probably the best argument for making leaving a stance an action. If the Fighter has to use an action to go from 1-handed to 2-handed with their bastard sword, why shouldn't the monk have to use an action to go from 1d8 slashing to 1d6 bludgeoning?

Hm, if we stay with this analogy shouldn't be a free action to leave a stane?

Fighter needs 1 action to grip 2-handed and a free action to release the grip.
Monk needs 1 action to enter a stance and a free action to leave it.

On the other hand, dismissing an ongoing spell takes an action.

So... both versions can be argued for. 8)


masda_gib wrote:
Kelseus wrote:
Aratorin wrote:
You absolutely can "just not stand like that anymore". By spending an Action, to change your Stance. Or do you think it somehow takes less time to reorient your entire body than it does to add a single hand to the grip of your Weapon?
This probably the best argument for making leaving a stance an action. If the Fighter has to use an action to go from 1-handed to 2-handed with their bastard sword, why shouldn't the monk have to use an action to go from 1d8 slashing to 1d6 bludgeoning?

Hm, if we stay with this analogy shouldn't be a free action to leave a stane?

Fighter needs 1 action to grip 2-handed and a free action to release the grip.
Monk needs 1 action to enter a stance and a free action to leave it.

On the other hand, dismissing an ongoing spell takes an action.

So... both versions can be argued for. 8)

That would be fine if leaving a Stance meant going limp and falling to the floor, which would essentially be the same as a Release Action, but that's not what leaving a Stance is.

But even then, Drop Prone is 1 Action, so it's pretty clear that the amount of movement required to move your entire body is a minimum of 1 Action.


I meant releasing the grip from 2-handed back to 1-handed as that was Kelseus' example.

But your argument with Drop is good.


Aratorin wrote:
You absolutely can "just not stand like that anymore". By spending an Action, to change your Stance. Or do you think it somehow takes less time to reorient your entire body than it does to add a single hand to the grip of your Weapon?

The argument that going from one Stance to no Stance should take an action because other things take an action isn't one which has more support from the book one way or the other - so I'm not gonna participate in it within the rules discussion section of the forum.

In an advice thread about the topic... I'd argue for being permissive (treat it like releasing a grip, rather than re-gripping).

My argument here is simply that the "can't" presented by a Stance seems like the permissive use and thus has no reason to treat it as an explicitly separate thing from a stance's requirements solely because it doesn't appear on the requirements line. Which is consistent with other things in the game because the text of a thing frequently modifies or expands upon the bits mentioned on lines like "requirements" and especially "targets."


masda_gib wrote:
Kelseus wrote:
This probably the best argument for making leaving a stance an action. If the Fighter has to use an action to go from 1-handed to 2-handed with their bastard sword, why shouldn't the monk have to use an action to go from 1d8 slashing to 1d6 bludgeoning?

Hm, if we stay with this analogy shouldn't be a free action to leave a stane?

Fighter needs 1 action to grip 2-handed and a free action to release the grip.
Monk needs 1 action to enter a stance and a free action to leave it.

On the other hand, dismissing an ongoing spell takes an action.

So... both versions can be argued for. 8)

I would say that changing stances is more akin to adding a hand then removing it. Under my example above, the reason you switch is not to chance the dice side, but to change the damage type, thus creating a benefit for the attack.

thenobledrake wrote:
My argument here is simply that the "can't" presented by a Stance seems like the permissive use and thus has no reason to treat it as an explicitly separate thing from a stance's requirements solely because it doesn't appear on the requirements line. Which is consistent with other things in the game because the text of a thing frequently modifies or expands upon the bits mentioned on lines like "requirements" and especially "targets."

I agree, I had always read the "you can't make other strikes" as having an unspoken "if you want to stay in this stance" as opposed to a "the rules prevent you from doing so unless you take an action to leave the stance."


Kelseus wrote:
thenobledrake wrote:
My argument here is simply that the "can't" presented by a Stance seems like the permissive use and thus has no reason to treat it as an explicitly separate thing from a stance's requirements solely because it doesn't appear on the requirements line. Which is consistent with other things in the game because the text of a thing frequently modifies or expands upon the bits mentioned on lines like "requirements" and especially "targets."

I agree, I had always read the "you can't make other strikes" as having an unspoken "if you want to stay in this stance" as opposed to a "the rules prevent you from doing so unless you take an action to leave the stance."

I don't see any support for that in the rules. While you are in such a stance you are cannot make any other Strikes. i.e. You are incapable of doing so until you leave the stance.

If it was a requirement, it would say "Requirements: You make only Crane Wing Strikes".

Wild Shape uses the same wording. Would you argue that you can end Wild Shape by simply choosing to use a standard Weapon Strike, which somehow forces you out of your Form?


Aratorin wrote:


If it was a requirement, it would say "Requirements: You make only Crane Wing Strikes".

Except then someone would be talking about it being impossible to even enter Crane Stance because you can't meet that requirement before entering the stance and can't enter the stance without first meeting it's requirements.

Aratorin wrote:


Wild Shape uses the same wording. Would you argue that you can end Wild Shape by simply choosing to use a standard Weapon Strike, which somehow forces you out of your Form?

Words are given meaning by the context in which they are used.

And also I can't seem to find which part of the wild shape rules you are talking about that uses the same language. The word "can't" doesn't even appear in the Wild Shape feat or spell.


The wording Aratorin refers to is presumable found in the part of wild shape that gives you an attack; animal form.

(Animal Form grants the user) "One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use." (CRB 317)

...

Anyway, seems like a pretty big stretch to me - Crane Stance tells you quite plainly you can only make one type of strike. If it meant that using another type of strike ends the stance, that's what it would say.


thenobledrake wrote:
Aratorin wrote:


If it was a requirement, it would say "Requirements: You make only Crane Wing Strikes".

Except then someone would be talking about it being impossible to even enter Crane Stance because you can't meet that requirement before entering the stance and can't enter the stance without first meeting it's requirements.

Aratorin wrote:


Wild Shape uses the same wording. Would you argue that you can end Wild Shape by simply choosing to use a standard Weapon Strike, which somehow forces you out of your Form?

Words are given meaning by the context in which they are used.

And also I can't seem to find which part of the wild shape rules you are talking about that uses the same language. The word "can't" doesn't even appear in the Wild Shape feat or spell.

I'm quite certain that you fully understand that I was referring to battle forms, which use the same terms in the same context as stances. Both of them involve you taking a "form" different to normal, which precludes you using your standard attacks.


Please don't do that "I'm quite certain" thing like you think it's okay to call me a liar just because I happen to have not found the exact right part of the text you are talking about.

You do realize that you said "wild shape" and to get from there to the text about battle forms requires following multiple leads, don't you?

And still, context.

As already demonstrated "you can't" is not a phrase with only one meaning. And while it's reasonable to disagree that the reading of 'you can't because of how you're standing' and 'you can't because you are literally a cat right now' are intended to be different meanings of the phrase "you can't" - it isn't reasonable to act like my reading is not even possible.


thenobledrake wrote:
As already demonstrated "you can't" is not a phrase with only one meaning. And while it's reasonable to disagree that the reading of 'you can't because of how you're standing' and 'you can't because you are literally a cat right now' are intended to be different meanings of the phrase "you can't" - it isn't reasonable to act like my reading is not even possible.

The problem is you haven't demonstrated this in a rules context. I've asked for other sections in the rules where "you can't" has a different meaning from literally "you cannot do this thing", not "you shouldn't do this thing". Can you provide one of these?

As a counter-example, look at Bardic Compositions:

CRB wrote:

You can cast only one composition

spell each turn, and you can have only one active at a time.
If you cast a new composition spell, any ongoing effects
from your previous composition spell end immediately.

They could have worded the stances like this, and said "if you make a strike other than a Crane Wing strike, your stance ends" but they chose not to. Though I'll grant you, I can see your point about putting it in the requirements potentially being confusing (though I think they could have done it and it still been obvious what was meant).

I'm asking for any in-rules evidence that the use of "you can't" in the rulebook is intended to mean "you shouldn't", or "doing this will cause some other effect that's not mentioned here". Outside of this, sure, you can choose to interpret the rules this way, because of English, but it's an extremely inconsistent ruling, and likely in the minority.


Also, as a follow-up, I actually agree with you (@thenobledrake) that using rules for changing hands on weapons doesn't make sense here. In fact, if anything, it would provide evidence that it should be a free action to end a stance (dropping your hand off a weapon is free, so should dropping out of a stance...).


tivadar27 wrote:
The problem is you haven't demonstrated this in a rules context. I've asked for other sections in the rules where "you can't" has a different meaning from literally "you cannot do this thing", not "you shouldn't do this thing". Can you provide one of these?

I have provided such examples and explanation as to why I believe them to be examples.

Without the author stating their intent, neither of us is actually able to be certain which meaning of "you can't" is the intended meaning for any of the uses in the book.


thenobledrake wrote:
tivadar27 wrote:
The problem is you haven't demonstrated this in a rules context. I've asked for other sections in the rules where "you can't" has a different meaning from literally "you cannot do this thing", not "you shouldn't do this thing". Can you provide one of these?

I have provided such examples and explanation as to why I believe them to be examples.

Without the author stating their intent, neither of us is actually able to be certain which meaning of "you can't" is the intended meaning for any of the uses in the book.

You literally have not. It's possible I'm missing something, but saying "yes I have!" here really doesn't prove your point. If I've missed them, and you've provided them previously as you've stated here, can you point that out.

EDIT: The only example I find is one that's not rules related. It's "you can't eat your neighbor's food". Literally, "it is against the rules to eat your neighbor's food, but you can still do it and break the rules". That's not an argument for this in the least.


I used that example to illustrate the difference between "you can't" meaning you lack permission, and "you can't" meaning you lack capability.

I then suggest that the context of game traits which say "you can't" could be used to see some as using the permission-based meaning and some as using the capability-based meaning.

Specifically I highlighted that features like Wild Shape that use the "you can't" phrasing somewhere along the way have the context of having completely changed physical form (the term I used was "you're literally a cat right now" if I recall correctly) showing that their meaning for "you can't" is clearly capability-based - and in highlight that, have shown that Stances don't have that same context, so it's possible that their meaning of "you can't" is the permission-based one.


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Even that example isn't valid though. "Can't" doesn't mean that you lack permission. In that case, the word would be "may not". "Can't" always means "unable to".


Setting aside all semantics, I'd say you should be able to drop out of a stance as a free action the same as you can drop a weapon. Entering a stance is basically the equivalent of drawing a weapon, after all.


Aratorin wrote:
Even that example isn't valid though. "Can't" doesn't mean that you lack permission. In that case, the word would be "may not". "Can't" always means "unable to".

Can't absolutely can mean you lack permission. That another way of saying the same thing exists has no bearing on that.

Words mean what people understand them to mean, that's how dictionaries are constantly in change with new words being added, definitions being altered (some to the point of even being reversed), and language evolves.


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Hey folks!

I was looking this up specifically for the Everstand Stance feat, and came to the realization that the Remaster has officially fixed this issue.

Player Core pg. 139 wrote:
Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance.
Dismiss wrote:
Action: 1; You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.

Thought that I would share this information after coming across this post.


Huh. That's new. Neat.

For comparison:

Core Rulebook pg. 637 wrote:
A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can’t use another one for 1 round. You can enter or be in a stance only in encounter mode.


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Cool.

It looks like it matches one of the more common rulings as well - that you can spend one action to end a stance and go back to a non-stance state.

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