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<blockquote data-quote="Lanefan" data-source="post: 7736635" data-attributes="member: 29398"><p>By itself, no. But every little helps.</p><p>Yes, and have been saying so since 3e came out.</p><p></p><p>Someone else threw in that multiple rounds bit, not me. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>For my part, I'd like to see something like this: you start casting your spell on your initiative count. You will resolve ten or fifteen or twenty initiative counts later*, rolling over into the next round if needed. Anything that does damage to you or jostles you (e.g. a missed melee attack or someone bumping into you) during the intervening time automatically interrupts the spell, which is lost**.</p><p></p><p>* - meaning if your initiative is 18 that's when you'll start casting, and you'll resolve on 8 or 3 or even 18 of next round depending on spell level and-or complexity. You'll resolve simultaneously with anything else that might be going on during that initiative count, so if you're resolving on an 8 and the Fighter's got her melee swing on an 8 they'll both happen at once.</p><p>** - for added fun, throw in a chance of a wild magic surge on an interrupted spell.</p><p></p><p>1e D&D worked like this and even there the casters got out of hand at higher levels; yet for some inexplicable reason 3e took these restrictions off and made casters even more powerful as a result.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7736635, member: 29398"] By itself, no. But every little helps. Yes, and have been saying so since 3e came out. Someone else threw in that multiple rounds bit, not me. :) For my part, I'd like to see something like this: you start casting your spell on your initiative count. You will resolve ten or fifteen or twenty initiative counts later*, rolling over into the next round if needed. Anything that does damage to you or jostles you (e.g. a missed melee attack or someone bumping into you) during the intervening time automatically interrupts the spell, which is lost**. * - meaning if your initiative is 18 that's when you'll start casting, and you'll resolve on 8 or 3 or even 18 of next round depending on spell level and-or complexity. You'll resolve simultaneously with anything else that might be going on during that initiative count, so if you're resolving on an 8 and the Fighter's got her melee swing on an 8 they'll both happen at once. ** - for added fun, throw in a chance of a wild magic surge on an interrupted spell. 1e D&D worked like this and even there the casters got out of hand at higher levels; yet for some inexplicable reason 3e took these restrictions off and made casters even more powerful as a result. [/QUOTE]
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