GMMichael
Guide of Modos
I was designing powers for Elden Ring monstrosities, picturing an epic, 60-foot lunge coupled with the swing of a flaming, one-ton axe, or something like Godrick's magical flamethrower stemming from his grafted dead-dragon-head. I realized that these powers would require multiple actions (in Modos RPG), which could invite PCs to take reactions during the casting. It's very un-Elden Ring for a PC to attack during an epic maneuver and stop the monster in its tracks; PCs usually dodge, parry, or run. Also, reactions aren't certain; the GM must allow them.
On one side, it stinks to be a wizard who must restart casting each time damage trickles in or a spell component fails. I don't remember Gandalf having trouble casting spells. And while Elden Ring bosses can be staggered, it's usually (always?) between attacks - not in the middle of one. So powers shouldn't be interruptible.
On the other side, casting spells can be a tricky affair, and executing a special move requires specific movements. Shouldn't these be subject to disruption? There's a good bit of DRPG precedent, and even CRPG precedent, for the interruption of spells and powers.
So do we really need interruption rules? Do they just slow a game down? Are they essential for keeping casters/villains in check?
On one side, it stinks to be a wizard who must restart casting each time damage trickles in or a spell component fails. I don't remember Gandalf having trouble casting spells. And while Elden Ring bosses can be staggered, it's usually (always?) between attacks - not in the middle of one. So powers shouldn't be interruptible.
On the other side, casting spells can be a tricky affair, and executing a special move requires specific movements. Shouldn't these be subject to disruption? There's a good bit of DRPG precedent, and even CRPG precedent, for the interruption of spells and powers.
So do we really need interruption rules? Do they just slow a game down? Are they essential for keeping casters/villains in check?