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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="M_Natas" data-source="post: 9220445" data-attributes="member: 7025918"><p>So, I still don't like just adding the ability to interrupt spells with a reaction melee attack to the current rule system.</p><p></p><p>It would destroy the existing balance between casters and melee which actually exist in the most played level range (1 to 10).</p><p></p><p>It also implies a PvP mentality. The Wizard could do this to me, so I should be able to do this to him!</p><p>I only ever had one instance were a player cast (against the will of the other llayer) spells on him and that offending player was quickly gone.</p><p></p><p>So this would be foremost an ability that it used by monsters and NPCs against player characters and in the rare occasion that there is an enemy caster against them.</p><p></p><p>Because (right now) caster are played way more as PCs and a lot less monsters have Spellcasting (which is further removed with Monsters of the Multiverse and the 2024 Monster Manual) it will be primarily used against caster players.</p><p></p><p>So when this would be implemented, the whole encounter math would need to be redone, because now casters contribute way less to a battle than before or players would be forced to play classes they don't wanna play (martials) because they would hinder the party. Now martials would be way more efficient in battle than casters and are totally needed to survive.</p><p></p><p>So the whole system would need to be redone in order for the addition of easily interruptable spellcasting not to utterly destroy the game.</p><p></p><p>So we need a to create a new game/modify 5e way more strongly, so let's do it in a way that is actually fun for caster players and martials alike:</p><p></p><p><strong>Ideas for rewrite of rules:</strong></p><p><strong></strong></p><p><strong>6 second/action points battle round</strong></p><p></p><p>So first of all, let's change battle rounds from action, bonus action, reaction, free interaction to 6 seconds (or use action points to make it a little bit more abstract)</p><p>That allows for a wider range of options.</p><p>You can use all 6 seconds in your turn and up two two seconds for reactions, but altogether not more than 6.</p><p></p><p>To convert quickly: everything that was an action takes now 4 seconds. Bonus actions 2 seconds, Reaction 2 seconds.</p><p></p><p>Instead of extra attack, for martials we reduce the time a weapon attack takes. At level 5 for example by 1 second.</p><p>Also using light weapons reduces the time by 1 second.</p><p>So a Level 1 character could use all his Action Points/seconds to make 2 attacks with a light weapon or make one attack with a normal weapon and has 2 AP/Seconds left for other things.</p><p>From level 5 on, Martials can now use their reaction to make a weapon attack with a light weapon.</p><p></p><p>This is just a rough sketch, maybe we habe to increase the amount of action points to 7.</p><p></p><p>So, now to spells. Normal conversion:</p><p>Action spells 4 seconds.</p><p>Bonusaction/reaction spells 2 seconds.</p><p></p><p>But actually we would change the durations where it makes sense to different durations. Uttering a command word? 1 second spell. Casting a big bad spell like fireball? 6 seconds and so on.</p><p></p><p>Now, as a reaction a character in melee range can make a melee attack (when he has a melee attack he can take as a reaction, so a level 5+ martial with a light weapon or a level 11 fighter with a normal weapon) to interrupt any spell casting that has a longer casting time than his attack.</p><p>So he can interrupt every spell with a casting time of 3 seconds/action points or longer.</p><p></p><p>So a caster now has a choice - cast a bigger spell and risk a melee attack that could interrupt it or cast a quicker spell.</p><p></p><p>Maybe to balance that out more reactions could take up to 3 seconds/action points, so first level martials could do that, too. Especially when combined with 7 second/Action Point rounds.</p><p></p><p>Putting everything in seconds/action points instead of splitting it up into action, bonus action, free interaction is also easier to grasp.</p><p></p><p><strong>So, now to the maximum fun part:</strong></p><p></p><p>If a spell is interrupted, let's use DCC and have a possible table of things that could happen, based on the attack roll against AC.</p><p>If the interrupting attack is a Nat20 or he hits the AC by more then 10, the spell is interrupted and the caster looses the spell slot and everything that happens when you hit on a 5+ over ac happens, tol.</p><p>If he misses by 10 or with a Nat1, something bad happens to the Martial (becomes additional target, gets extra damage or something).</p><p>Hitting with 5+ over the AC creates a feedback loop and leads to a roll in an improved and way cooler wilde magic table and interrupts the spell.</p><p>Hitting the ac till 4 over ac forces a concentration check to see if the spell is interrupted.</p><p></p><p>Just as a rough idea of what I would imagine would be way bettet than just tugging on opportunity attacks against spellcasting which 5e RAW could bot handle very well.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9220445, member: 7025918"] So, I still don't like just adding the ability to interrupt spells with a reaction melee attack to the current rule system. It would destroy the existing balance between casters and melee which actually exist in the most played level range (1 to 10). It also implies a PvP mentality. The Wizard could do this to me, so I should be able to do this to him! I only ever had one instance were a player cast (against the will of the other llayer) spells on him and that offending player was quickly gone. So this would be foremost an ability that it used by monsters and NPCs against player characters and in the rare occasion that there is an enemy caster against them. Because (right now) caster are played way more as PCs and a lot less monsters have Spellcasting (which is further removed with Monsters of the Multiverse and the 2024 Monster Manual) it will be primarily used against caster players. So when this would be implemented, the whole encounter math would need to be redone, because now casters contribute way less to a battle than before or players would be forced to play classes they don't wanna play (martials) because they would hinder the party. Now martials would be way more efficient in battle than casters and are totally needed to survive. So the whole system would need to be redone in order for the addition of easily interruptable spellcasting not to utterly destroy the game. So we need a to create a new game/modify 5e way more strongly, so let's do it in a way that is actually fun for caster players and martials alike: [B]Ideas for rewrite of rules: 6 second/action points battle round[/B] So first of all, let's change battle rounds from action, bonus action, reaction, free interaction to 6 seconds (or use action points to make it a little bit more abstract) That allows for a wider range of options. You can use all 6 seconds in your turn and up two two seconds for reactions, but altogether not more than 6. To convert quickly: everything that was an action takes now 4 seconds. Bonus actions 2 seconds, Reaction 2 seconds. Instead of extra attack, for martials we reduce the time a weapon attack takes. At level 5 for example by 1 second. Also using light weapons reduces the time by 1 second. So a Level 1 character could use all his Action Points/seconds to make 2 attacks with a light weapon or make one attack with a normal weapon and has 2 AP/Seconds left for other things. From level 5 on, Martials can now use their reaction to make a weapon attack with a light weapon. This is just a rough sketch, maybe we habe to increase the amount of action points to 7. So, now to spells. Normal conversion: Action spells 4 seconds. Bonusaction/reaction spells 2 seconds. But actually we would change the durations where it makes sense to different durations. Uttering a command word? 1 second spell. Casting a big bad spell like fireball? 6 seconds and so on. Now, as a reaction a character in melee range can make a melee attack (when he has a melee attack he can take as a reaction, so a level 5+ martial with a light weapon or a level 11 fighter with a normal weapon) to interrupt any spell casting that has a longer casting time than his attack. So he can interrupt every spell with a casting time of 3 seconds/action points or longer. So a caster now has a choice - cast a bigger spell and risk a melee attack that could interrupt it or cast a quicker spell. Maybe to balance that out more reactions could take up to 3 seconds/action points, so first level martials could do that, too. Especially when combined with 7 second/Action Point rounds. Putting everything in seconds/action points instead of splitting it up into action, bonus action, free interaction is also easier to grasp. [B]So, now to the maximum fun part:[/B] If a spell is interrupted, let's use DCC and have a possible table of things that could happen, based on the attack roll against AC. If the interrupting attack is a Nat20 or he hits the AC by more then 10, the spell is interrupted and the caster looses the spell slot and everything that happens when you hit on a 5+ over ac happens, tol. If he misses by 10 or with a Nat1, something bad happens to the Martial (becomes additional target, gets extra damage or something). Hitting with 5+ over the AC creates a feedback loop and leads to a roll in an improved and way cooler wilde magic table and interrupts the spell. Hitting the ac till 4 over ac forces a concentration check to see if the spell is interrupted. Just as a rough idea of what I would imagine would be way bettet than just tugging on opportunity attacks against spellcasting which 5e RAW could bot handle very well. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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