Can you CHOOSE to turn your spell into a full-round action?

CRGreathouse said:

The joke doesn't work unless the math does. It's supposed to be "money * time" and "money * money". If girls = sqrt(money + money) then girls are about 1.4142 times the root of money, which makes less sense in context. :)

It makes perfect sense to me. If you can root money, you can surely root girls.


Hong "and sometimes, both simultaneously" Ooi
 
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Magus_Jerel said:

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And your rule change doesn't make it worse? By your rules a wizard will be able to cast 2 spells a round starting at level 1, and 3 spells a round when they are hasted. I'm sure the one extra attack they get at low levels under your system will make the fighters feel much better. Whoopee.
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...
Shortly after said wizard gets haste - the fighters have plenty of ways to get 3+ shots off in a round...


Did that even have a point?

Under the current system fighters can get off 3+ shots/attacks in a round if they spend the appropriate feats, shortly after wizards get haste.

Under your system, wizards get the equivalent of haste every single round starting at 1st level, and the benefit increases when they get Haste, because they now have 3 spells a round, all at zero additional cost. Fighters are stuck with just as many attacks per round in your system as they are in the real rules after 6th level, and they still have to spend feats to get more than two attacks per round.

Fighters potentially get an attack at low levels in your system (if they don't move), but they lose that extra attack if they decide to take a Full Attack action use Rapid Shot, TWF, or to make Iterative attacks. Yippee, you just made those feats useless.

In fact, your system makes the iterative attack system pointless, because instead of taking a full round action to make attacks at +6/+1, a fighter should instead use two partial actions so they can make two attacks at their full attack bonus, yet doing so would make them unable to use any TWF or Rapid Shot feats. In fact, extra attack feats and iterative attacks would be pointless until 11th level, and only marginally useful then. A complete contradiction from the Core Rules.

Your system does one thing: it makes spellcasters better, especially higher level spellcasters. High level spellcasters don't need any help, they already dominate.

Your system completely screws over melee types at higher levels, because their extra attack feats and iterative attack feats require them to use the Full Attack action and not Standard Actions. Your illogical system gives them absolutely no benefit at higher levels, and only a marginal benefit at lower levels.

How many different ways do you want us to prove that you're wrong? Because I can keep this up all day. (Except for Saturday. I'm gaming all day. But I can pencil you in for Sunday.)

And I like Pecan Pie. It's yummy in my tummy.
 
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Magus_Jerel said:
I prefer my "battles" to have a "point" to them (and this is not the only reason I didn't like 2e clerics) on more than one level.

well, by your math, all you did was up the power level of low- to mid-level battles, not make them "smarter".
 

Caliban said:
Did that even have a point?

Under the current system fighters can get off 3+ shots/attacks in a round if they spend the appropriate feats, shortly after wizards get haste.

Under your system, wizards get the equivalent of haste every single round starting at 1st level, and the benefit increases when they get Haste, because they now have 3 spells a round, all at zero additional cost. Fighters are stuck with just as many attacks per round in your system as they are in the real rules after 6th level, and they still have to spend feats to get more than two attacks per round.

Fighters potentially get an attack at low levels in your system (if they don't move), but they lose that extra attack if they decide to take a Full Attack action use Rapid Shot, TWF, or to make Iterative attacks. Yippee, you just made those feats useless.

In fact, your system makes the iterative attack system pointless, because instead of taking a full round action to make attacks at +6/+1, a fighter should instead use two partial actions so they can make two attacks at their full attack bonus, yet doing so would make them unable to use any TWF or Rapid Shot feats. In fact, extra attack feats and iterative attacks would be pointless until 11th level, and only marginally useful then. A complete contradiction from the Core Rules.

Your system does one thing: it makes spellcasters better, especially higher level spellcasters. High level spellcasters don't need any help, they already dominate.

Your system completely screws over melee types at higher levels, because their extra attack feats and iterative attack feats require them to use the Full Attack action and not Standard Actions. Your illogical system gives them absolutely no benefit at higher levels, and only a marginal benefit at lower levels.

How many different ways do you want us to prove that you're wrong? Because I can keep this up all day. (Except for Saturday. I'm gaming all day. But I can pencil you in for Sunday.)

And I like Pecan Pie. It's yummy in my tummy.

Caliban, you're my new hero... :D
 



I am just surprised that this went 4 pages. Dang, I wanted to say something about a standard action not being split up. A standard action INCLUDES a move. (which you can replace with a move eq. action) I know it has been said already I am sure (on page three, I couldn't belive people were still arguing with this guy) but I at least wanted to be in on it. Good work Caliban. I see why you are the rules guy.. You said it quite nicely.
 

oh boy...

Caliban:

Under your system, wizards get the equivalent of haste every single round starting at 1st level.

WRONG
benefit of haste under current system = 2 spells + move action + quicken spell instead of 1 spell + move

benefit of "change" = 2 spells instead of 1 spell + move

and the benefit increases when they get Haste, because they now have 3 spells a round, all at zero additional cost.

WRONG:

You forget that the "third" spell is at the expense of a move action

The mage with haste gets a lone option -
cast a spell or take a move action

so this:

all at zero additional cost.

Is false.

Please take the time to consider and fully comprehend the implications of the acutal "change" in the rules before you attempt to criticize it. (I still state that it isn't a change... but lets not go there)

To do otherwise is only to demonstrate a distinct lack of ability to comprehend the implications either a change in perception or a change of rules. Granted, you seem to get the implications of the existing rules quite well. I wouldn't be criiqing "house rules" I were you.


Your system completely screws over melee types at higher levels, because their extra attack feats and iterative attack feats require them to use the Full Attack action and not Standard Actions. Your illogical system gives them absolutely no benefit at higher levels, and only a marginal benefit at lower levels.

Um - at the higher levels of the game, under this system mages can get off four spells - two normal, one from haste, and one quickened.

at similar levels, Fighter types get 3 to 4 attacks - WITHOUT resorting to feats, magic - ect, and they have a whole bunch of them to use by now.
Also - fighters never run out of attacks. Mages DO run out of spells...

At the highest level of the game - the wizzie can actually run off up to 20 nifty spells under this system - given one lucky die roll of 4 on a d4 after casting the right spell

at the highest levels of the existing system given the same nifty die roll - that count is only 15... oh poo...

15 fireballs coming frim the mage...
20 fireballs coming from the mage... same end effect preety much - toasted opponents.

Cl1mh4224rd:

well, by your math, all you did was up the power level of low- to mid-level battles, not make them "smarter".

If by increasing the "power level" you mean increasing the lethality... gee... wouldn't this be a positive thing? It would encourage players from resorting to violence to solve all problems because *gasp* they might lose their character. Oh, I forgot - D&D players WANT to play out the "dumb" method of resorting solving all problems by resorting to violence...


The humor bit:

Student
Givens
1 .Girls = money + time
2. Money = time

Derivation
3. Girls = money + money
4. money is the root of all evil thus
5 .Girls = sqrt(money+money)
6. Girls = evil

Teaching Assistant
line 4 = syntax error
line 5 = invalid line due to error of 4
line 6 = operational error
Girls = sqrt(2*money) not Girls = sqrt(money^2)

Professor
25% of derivation test correct.
you flunked the test, :)


Again - the one honest critic I have here admits the logic is flawless given the premeses, and I have answered the idea of less that full use of "potentia" before wit the fact that a "round" is a "round" regardless of wether or not you choose to use the full "capacities" of that round.
 
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I'll respond to something that Archmage Ignoramus said on the first page -- back when he admitted knowledge that fighters weren't allowed multiple attack actions in a normal round, or wizards multiple spells (if you care to check back to his long post on the first page):

Magus_Jerel said:
Everybody seems to be thinking that there is an unwritten rule that reads as follows: "You can only take one action of the category "attack" - full or partial in a given round - unless you have haste up..."

Such a rule definitely has been written. Under "Attack Options" (both PH p. 117 and 122) you can read "Attack: You can move and make a single attack, or attack and move." Those are your options for using the Attack Action in a normal round, period.



Furthermore, just to point out errors in something entirely different that he's said, he also went and said this:

Magus_Jerel said:
People just don't seem to think at all about the actual initiative system. The "timing" elements of the 1e and 2e systems seem to be superimposed on the 3e game - and I don't see why or how - other than the fact that people are creatures of habit.

As a long-time 1st Ed. player, I have to point out that the 3rd Ed. round/action ("timing") system (the real one, in the book, in the FAQ, per the designers, per all players other than this guy) bears very little resemblance to the 1st Ed. system at all, and its functioning can't be attributed to 1st/2nd Ed. holdovers. For those who aren't already aware:

- In 1st Ed., you could either move OR attack in a normal round, but not both (barring charges -- but even haste wouldn't allow it).
- In 1st Ed., multiple attacks did not fall on a single initiative count -- they were supposed to be intermingled (e.g., I hit, then you, then me, then you -- assuming we both have 2 atks/round).
- In 1st Ed., spells had a separate "casting time"; you only started casting on your initiative, progressed for a number of time-counts, and then finished later in the round. Opponent actions could always occur during the intervening time.
- In 1st Ed., a spellcaster confronted by a melee fighter may or may not get his spell off, regardless of who had initiative; a moderately complicated comparison of Initiatives versus Casting Times versus Weapon Speed Factors had to be made.

I see no resemblance between those features and the new 3rd Ed. D&D combat system. If someone was "superimposing" the 1st Ed. rules on 3rd Ed., then you'd get NO attack even after a single move-action, never mind being allowed an attack and then another attack action.

A decisive majority of players felt that those 1st Ed. rules (intermingling attacks, time-tracked spells, and separately adjudicated spells vs. weapons timing) were too cumbersome, complex, and error-prone. The 3rd Ed. designers purposely removed them and replaced them with a more discrete system after 25+ years of experience and analysis. Not because they felt like playing "checkers".



Beautiful troll, jerk.
 
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Its also stated in the PHB and by several sources at WotC (Monte, Sean K and The Sage), that the only way to get more than one attack (unless hasted ofc, or with a special rule, but not many player are Hydras) is to use a full attack action.

p.124 under Full Attack
"If you get more than one attack per action because your base attack bonus is high enough, because you fight with two weapons, because you're using a double weapon, or for some special reason (such as a feat or a magic item), you must use the full attack action to get your additional attacks."

Oh and yes, I got that Girls = Evil thingie wrong, duh.. I was tired when I wrote it :)
/Saxit
 

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