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General Tabletop Discussion
*Pathfinder & Starfinder
Casting on the Defensive -- Opposed Roll?
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<blockquote data-quote="Spatzimaus" data-source="post: 967199" data-attributes="member: 3051"><p>IMC we do it as an opposed roll, but a bit differently.</p><p></p><p>(I'm doing numbers off the top of my head here)</p><p></p><p>To cast defensively, make a Concentration Check:</p><p>DC = 10+spell level</p><p>If you fail, you lose the spell.</p><p>If you succeed, for every 2 points you succeed by, you receive a +1 dodge bonus to AC against all Attacks of Opportunity and Readied Actions triggered by the casting action.</p><p>(Note that 3E defensive casting doesn't stop readied actions)</p><p></p><p>That is, there's no way to entirely PREVENT the AoO, you can just raise your AC to the point where they can't really hit you. The "opposed roll" is that you're opposing the enemy's attack roll with your Concentration check.</p><p></p><p>So, for example, if I'm a level 6 Sorcerer shooting my first Fireball, and I have CON of 14 with 9 ranks of Concentration, I have a +11 skill mod. DC is 13, so if I try to cast defensively I only lose the spell on a 1, cast with no bonus on a 2 or 3, +1 AC on 4 or 5,... +4 AC if I roll a 10 or 11, up to +9 AC on a natural 20. So on average I get +4 AC, with a small chance of losing the spell.</p><p>You can't Take 10 since clearly you're under duress (why else would you be trying to cast defensively?)</p><p></p><p>Once you get past around level 8 you'll never fail the check (as long as you keep raising the skill, that is), but the AC boost might be a little less significant as you go up. Unless, of course, you play that natural 1s on skill checks are always failures, in which case the 5% chance stays.</p><p></p><p>As for Combat Casting, among other things it allows you to Take 10 on this roll even under duress (which makes a HUGE difference at low levels, since it keeps you from losing your spells).</p><p></p><p>Anyway, play with the numbers a bit if you want, but that's the general idea.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 967199, member: 3051"] IMC we do it as an opposed roll, but a bit differently. (I'm doing numbers off the top of my head here) To cast defensively, make a Concentration Check: DC = 10+spell level If you fail, you lose the spell. If you succeed, for every 2 points you succeed by, you receive a +1 dodge bonus to AC against all Attacks of Opportunity and Readied Actions triggered by the casting action. (Note that 3E defensive casting doesn't stop readied actions) That is, there's no way to entirely PREVENT the AoO, you can just raise your AC to the point where they can't really hit you. The "opposed roll" is that you're opposing the enemy's attack roll with your Concentration check. So, for example, if I'm a level 6 Sorcerer shooting my first Fireball, and I have CON of 14 with 9 ranks of Concentration, I have a +11 skill mod. DC is 13, so if I try to cast defensively I only lose the spell on a 1, cast with no bonus on a 2 or 3, +1 AC on 4 or 5,... +4 AC if I roll a 10 or 11, up to +9 AC on a natural 20. So on average I get +4 AC, with a small chance of losing the spell. You can't Take 10 since clearly you're under duress (why else would you be trying to cast defensively?) Once you get past around level 8 you'll never fail the check (as long as you keep raising the skill, that is), but the AC boost might be a little less significant as you go up. Unless, of course, you play that natural 1s on skill checks are always failures, in which case the 5% chance stays. As for Combat Casting, among other things it allows you to Take 10 on this roll even under duress (which makes a HUGE difference at low levels, since it keeps you from losing your spells). Anyway, play with the numbers a bit if you want, but that's the general idea. [/QUOTE]
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Casting on the Defensive -- Opposed Roll?
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