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General Tabletop Discussion
*Pathfinder & Starfinder
BD&D Missile / Magic / Melee Phases clarification?
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<blockquote data-quote="Quickleaf" data-source="post: 6273564" data-attributes="member: 20323"><p>[MENTION=3192]howandwhy99[/MENTION]</p><p></p><p>It's been a while since I've played, and I am re-reading the Rules Cyclopedia, but I don't recall the rule you're referring to that sounds a lot like an opportunity attack. Could you clarify that?</p><p></p><p>What I do recall is that spellcasting is ruined if the caster is hit in combat. So maybe the missile/magic/melee phases are to allow spellcasters to get off their spells in the event of an initiative tie?</p><p></p><p> [MENTION=5868]Olgar Shiverstone[/MENTION]</p><p></p><p>Well, the way BD&D works is that if one side wins initiative (a straight opposed d6 roll), then that side takes all of their phases at the same time. Side #1 gets their missile, magic, and melee phase BEFORE side #2. So your theory about it being to let mages get off their spells is, at least from what I'm reading on Rules Cyclopedia page 102, appears to be mostly incorrect.</p><p></p><p> The *only* time that it seems that mages are favored this way (spells first) is when initiative is tied and both sides go simultaneously. My understanding, in that case, is side #1 and side #2's archers go first, then both sides casters go, and lastly both sides melee combatants go. Do I have that wrong?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6273564, member: 20323"] [MENTION=3192]howandwhy99[/MENTION] It's been a while since I've played, and I am re-reading the Rules Cyclopedia, but I don't recall the rule you're referring to that sounds a lot like an opportunity attack. Could you clarify that? What I do recall is that spellcasting is ruined if the caster is hit in combat. So maybe the missile/magic/melee phases are to allow spellcasters to get off their spells in the event of an initiative tie? [MENTION=5868]Olgar Shiverstone[/MENTION] Well, the way BD&D works is that if one side wins initiative (a straight opposed d6 roll), then that side takes all of their phases at the same time. Side #1 gets their missile, magic, and melee phase BEFORE side #2. So your theory about it being to let mages get off their spells is, at least from what I'm reading on Rules Cyclopedia page 102, appears to be mostly incorrect. The *only* time that it seems that mages are favored this way (spells first) is when initiative is tied and both sides go simultaneously. My understanding, in that case, is side #1 and side #2's archers go first, then both sides casters go, and lastly both sides melee combatants go. Do I have that wrong? [/QUOTE]
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BD&D Missile / Magic / Melee Phases clarification?
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