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*Dungeons & Dragons
All Spells *At Will*??? (+)
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<blockquote data-quote="Steampunkette" data-source="post: 9211561" data-attributes="member: 6796468"><p>Bring back old school turn-count casting.</p><p></p><p>Whatever the level of the spell, it takes that many of other people's turns before it fires.</p><p></p><p>Let's say you've got a 4 man band and the 5th level Wizard wants to cast Fireball. The enemy includes 2 bugbears, an ogre, and four goblins.</p><p></p><p>Initiative comes out:</p><p></p><p>1) Rogue</p><p>2) Wizard</p><p>3) Goblins</p><p>4) Fighter</p><p>6) Cleric</p><p>7) Ogre</p><p>8) Bugbears</p><p></p><p>The Wizard starts casting Fireball. It'll go off after Clerics's turn but before the Ogre's turn. If the goblins hit the Wizard before it goes off, Wizard has to make concentration checks or lose the spell.</p><p></p><p>Slightly different encounter at much higher level. The party are 12th level and are fighting a Red Dragon.</p><p></p><p>Initiative is:</p><p></p><p>1) Red Dragon</p><p>2) Wizard</p><p>3) Fighter</p><p>4) Rogue</p><p>6) Cleric</p><p></p><p>Wizard wants to cast Globe of Invulnerability. Spends 6 turns (Including his next turn's action) casting the spell which'll go off between the Fighter's and Rogue's turns.</p><p></p><p>Low-level spells are super easy to cast in this system and typically go off without a hitch. But anything above 4th level starts becoming more and more of a nightmare, depending on how many enemies and allies are in the fight.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9211561, member: 6796468"] Bring back old school turn-count casting. Whatever the level of the spell, it takes that many of other people's turns before it fires. Let's say you've got a 4 man band and the 5th level Wizard wants to cast Fireball. The enemy includes 2 bugbears, an ogre, and four goblins. Initiative comes out: 1) Rogue 2) Wizard 3) Goblins 4) Fighter 6) Cleric 7) Ogre 8) Bugbears The Wizard starts casting Fireball. It'll go off after Clerics's turn but before the Ogre's turn. If the goblins hit the Wizard before it goes off, Wizard has to make concentration checks or lose the spell. Slightly different encounter at much higher level. The party are 12th level and are fighting a Red Dragon. Initiative is: 1) Red Dragon 2) Wizard 3) Fighter 4) Rogue 6) Cleric Wizard wants to cast Globe of Invulnerability. Spends 6 turns (Including his next turn's action) casting the spell which'll go off between the Fighter's and Rogue's turns. Low-level spells are super easy to cast in this system and typically go off without a hitch. But anything above 4th level starts becoming more and more of a nightmare, depending on how many enemies and allies are in the fight. [/QUOTE]
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