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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 8482475" data-attributes="member: 1165"><p>IME full round spells are just confusing at the table (from 3rd Edition), since there seemed to be two types of full-round spells, one easy to disrupt and one not? Opponents can <em>ready actions</em> to disrupt the spells you mentioned. (Teleport and Plane Shift, IMO, should be "ritual only", 4e style. As for Dimension Door, that's an <em>escape</em> spell and should be quick to cast, again IMO.)</p><p></p><p>If summon spells are overpowered, IMO they should be rewritten to not be overpowered. I wish 3e had the concentration mechanic that 5e used. If you can only summon one monster at a time, the spell would have been a lot more balanced.</p><p></p><p>I'm reminded of Warhammer Fantasy 2e, where a "routine" test gave a +10% bonus (when a typical PC starts with a 35% bonus in an average skill). I've had three GMs and every single one of them forgot this rule. Sometimes a rule just gets too confusing to actually be used.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 8482475, member: 1165"] IME full round spells are just confusing at the table (from 3rd Edition), since there seemed to be two types of full-round spells, one easy to disrupt and one not? Opponents can [i]ready actions[/i] to disrupt the spells you mentioned. (Teleport and Plane Shift, IMO, should be "ritual only", 4e style. As for Dimension Door, that's an [i]escape[/i] spell and should be quick to cast, again IMO.) If summon spells are overpowered, IMO they should be rewritten to not be overpowered. I wish 3e had the concentration mechanic that 5e used. If you can only summon one monster at a time, the spell would have been a lot more balanced. I'm reminded of Warhammer Fantasy 2e, where a "routine" test gave a +10% bonus (when a typical PC starts with a 35% bonus in an average skill). I've had three GMs and every single one of them forgot this rule. Sometimes a rule just gets too confusing to actually be used. [/QUOTE]
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