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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: 9210375" data-attributes="member: 29398"><p>Most of those are spells that should be cast before entering combat, or (in the case of Command) cast from range during combat. As in:</p><p></p><p>Round 1 - party and foes see each other. Full-martials on both sides charge. Eldritch Knight does not charge and instead casts <em>Blur </em>on someone. Paladin charges in while casting <em>Bless</em> (one of the <strong>very</strong> few spells I allow to be cast while in melee). Wizard does not charge and instead casts <em>Web</em> behind the foes to cut off their escape. Cleric either hangs back and casts ranged spells* or charges, depending on the specific character.</p><p></p><p>Round 2 - melee continues. Eldritch Knight casts <em>Haste</em> on someone. Paladin becomes a full-martial and just fights from here on. Wizard casts <em>Magic Missile</em> on some annoying enemy or other.</p><p></p><p>Round 3 - melee continues. Eldritch Knight charges in and goes full-martial from here on. Wizard cast spells as appropriate while staying out of melee.</p><p></p><p><em>.....continues until......</em></p><p></p><p>Round x - melee ends. Cleric starts casting cures (which IMO should not be castable while in melee).</p><p></p><p>* - which don't include healing; ranged healing can die in a fire whenever it wants.</p><p></p><p></p><p>Indeed, and when that Wizard finds itself in melee it should by the same token find itself in a world o' trouble: it can't cast, and its fighting skills are awful.</p><p></p><p>If a Wizard finds itself in melee then either the martials didn't do their job (that being protecting the Wizard) or something crept up on the party from behind.</p><p></p><p>Never mind AOO, casting while in melee shouldn't even be an available tactic (exception: a very very few combat-affecting spells e.g. Bless, Chant, Prayer) unless your specific intent is to cast a wild magic surge and see what happens.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9210375, member: 29398"] Most of those are spells that should be cast before entering combat, or (in the case of Command) cast from range during combat. As in: Round 1 - party and foes see each other. Full-martials on both sides charge. Eldritch Knight does not charge and instead casts [I]Blur [/I]on someone. Paladin charges in while casting [I]Bless[/I] (one of the [B]very[/B] few spells I allow to be cast while in melee). Wizard does not charge and instead casts [I]Web[/I] behind the foes to cut off their escape. Cleric either hangs back and casts ranged spells* or charges, depending on the specific character. Round 2 - melee continues. Eldritch Knight casts [I]Haste[/I] on someone. Paladin becomes a full-martial and just fights from here on. Wizard casts [I]Magic Missile[/I] on some annoying enemy or other. Round 3 - melee continues. Eldritch Knight charges in and goes full-martial from here on. Wizard cast spells as appropriate while staying out of melee. [I].....continues until......[/I] Round x - melee ends. Cleric starts casting cures (which IMO should not be castable while in melee). * - which don't include healing; ranged healing can die in a fire whenever it wants. Indeed, and when that Wizard finds itself in melee it should by the same token find itself in a world o' trouble: it can't cast, and its fighting skills are awful. If a Wizard finds itself in melee then either the martials didn't do their job (that being protecting the Wizard) or something crept up on the party from behind. Never mind AOO, casting while in melee shouldn't even be an available tactic (exception: a very very few combat-affecting spells e.g. Bless, Chant, Prayer) unless your specific intent is to cast a wild magic surge and see what happens. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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