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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="Lanefan" data-source="post: 9208926" data-attributes="member: 29398"><p>I think that's the point. You cast these spells before combat starts, not after.</p><p></p><p>Casting while in melee being flat-out impossible should be the default.</p><p></p><p>==============</p><p>As for the OP: an excellent start but doesn't go nearly far enough.</p><p></p><p>ANY interruption - jostling, damage, grapple, restraint, etc - while casting and bang goes your spell. No save. And as you already committed to using the slot when you started casting, the slot is lost. Even better would be that interrupting a spell risks a wild magic surge as that energy is released in a manner unintended.</p><p></p><p>To make this work, spellcasting should take time within a round. Two initiative pips per spell level should do, carrying over into the next round if you haven't time left in this one. To wit, if your initiative is 9 and you're casting a 2nd-level spell you start on 9 but don't resolve until 5, during which time you're wide open to being interrupted; while if you're casting a 6th level spell you start on a 9 but don't resolve until 17 of the following round.</p><p></p><p>The flip side is that making spells vulnerable like this opens up space to make them more potent if-when they do go off.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9208926, member: 29398"] I think that's the point. You cast these spells before combat starts, not after. Casting while in melee being flat-out impossible should be the default. ============== As for the OP: an excellent start but doesn't go nearly far enough. ANY interruption - jostling, damage, grapple, restraint, etc - while casting and bang goes your spell. No save. And as you already committed to using the slot when you started casting, the slot is lost. Even better would be that interrupting a spell risks a wild magic surge as that energy is released in a manner unintended. To make this work, spellcasting should take time within a round. Two initiative pips per spell level should do, carrying over into the next round if you haven't time left in this one. To wit, if your initiative is 9 and you're casting a 2nd-level spell you start on 9 but don't resolve until 5, during which time you're wide open to being interrupted; while if you're casting a 6th level spell you start on a 9 but don't resolve until 17 of the following round. The flip side is that making spells vulnerable like this opens up space to make them more potent if-when they do go off. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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