scadgrad
First Post
Mythmere1 said:..You've got a fairly nebulous description of spells that can be cast in melee without being subject to the con save. We use a house rule that might work better - we allow a five foot step before casting. This would allow a cleric to move up and cast cures, or a step-up to cast burning hands.
That would certainly work, but my players would wonder "well, why can't the archer move five feet before he shoots, etc., ad nauseum." YMMV and I do agree that your idea would work fine. I'll run it by my players. That's how I usually decide what works best for our campaign.
Mythmere1 said:..At the same time, I think spells that require a touch to function (shocking grasp, cause light wounds, cures) should not invoke the con check. This gives a very clearly defined set of spells (it leaves out burning hands and similar short range spells, though). I may go with that.
Yeah, I don't see the list as being all that nebulous. Essentially the question is "was this spell designed as an alternate melee attack." If the answer's yes, than I think spellcasters should just be able to do it regardless of the Initiative count or Con check.
We actually put quite a bit of thought and debate into how this should work. As a CK, I didn't want to see a situation where an encounter w/ a Wizard ended in either a TPK or a total farce. As it stands now, the PCs know that if they can get to grips with the Wizard (ie melee), they can probably carry the day, and only need be concened by his HtH spells or what might happen if he wins initiative. IME, spellcasting in C&C is nasty, nasty, nasty. Allowing a simple, "I step back 5' and cast" makes the Wizard even more powerful. Of course, if that's what your group wants and it's proper for your setting then that's cool too. All those CHA save spells go into high gear at that point though I think.
Mythmere1 said:..Also, since the melee con check is, unlike D&D, not the result of damage, I'm wondering if con is the right attribute. I think a wis check might be better, and wouldn't make it an absolute no-brainer for a wizard to take con as a prime.
As I see it, the Mage is locked in combat, dodging slashes from Bob the Drooling Barbarian and desperately fumbles for components, reagents, rosarie, and anything else that he might need to cast the spell, unless of course Happy Boy misses badly giving the Mage the opportunity to unleash Cicero's Spell of Ultimate Untidiness (ie if he can win init). Since it seems a fairly strenuous and taxing proposal to manage while the wild Cimmerian hacks at him with unbriddled ferocity, the Con check seems appropo.
Of course, you could just as easily say he's forced to concentrate intensely using his Wis. Six of one, half-dozen of the other. Whatever you decide is fine really, and at some point, when the PCs get higher in level, I could see the Wizard being able to check either Wis or Con, which ever is better. I'd use this when he's fighting against mooks which, by that point in time, you'd think he would become more skilled at "combat casting" against such hapless combatants.
Either way though, I allow the Wiz or Cleric in question to add their level since it only makes sense that it's a "skill" they'd be reasonably good at.
Mythmere1 said:...Great rule (except possibly my comment on the attribute used might improve it, I think). Certain spells can be used without invoking the check.
Thanks, and I'll see what the lads want to do about trying your idea in the future. Probably the next time we playtest.