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General Tabletop Discussion
*TTRPGs General
Deciding What to do Before Initiative is Rolled.
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<blockquote data-quote="billd91" data-source="post: 5208637" data-attributes="member: 3400"><p>In 2e, which I remember a little better in this case, the game's reality assumed that the wizard was casting from the beginning of the round until the spell went off at his initiative, which was d10+casting time. We did modify this a bit. If the caster was injured before the value he rolled on the d10, his ability to cast was disrupted without actually losing the planned spell. But if he was hit between his roll and the modified role due to the casting time, the actual spell would be lost. It was a slightly less harsh version of the official rule.</p><p></p><p>And, because it was a fresh roll every round, the caster had no way to predict with any certainty who would be going before him and whether they had a chance to disrupt or not. There was a real trade off between picking a quickly cast low level spell or a slower and more powerful higher level spell (a LOT of spells took 1 segment to cast per spell level).</p><p></p><p>Contrast this with the cyclical initiative of 3e and most spells being 1 standard action casting times. It's <strong>hard</strong> to disrupt a spellcaster in 3e without holding an action that may never be triggered and which may not do enough damage to make the caster blow the concentration check.</p><p></p><p>As convenient, from a gamist perspective, as the cyclical initiative is, it was a big game-changer in the balance between spellcasters and non-spellcasters.</p></blockquote><p></p>
[QUOTE="billd91, post: 5208637, member: 3400"] In 2e, which I remember a little better in this case, the game's reality assumed that the wizard was casting from the beginning of the round until the spell went off at his initiative, which was d10+casting time. We did modify this a bit. If the caster was injured before the value he rolled on the d10, his ability to cast was disrupted without actually losing the planned spell. But if he was hit between his roll and the modified role due to the casting time, the actual spell would be lost. It was a slightly less harsh version of the official rule. And, because it was a fresh roll every round, the caster had no way to predict with any certainty who would be going before him and whether they had a chance to disrupt or not. There was a real trade off between picking a quickly cast low level spell or a slower and more powerful higher level spell (a LOT of spells took 1 segment to cast per spell level). Contrast this with the cyclical initiative of 3e and most spells being 1 standard action casting times. It's [b]hard[/b] to disrupt a spellcaster in 3e without holding an action that may never be triggered and which may not do enough damage to make the caster blow the concentration check. As convenient, from a gamist perspective, as the cyclical initiative is, it was a big game-changer in the balance between spellcasters and non-spellcasters. [/QUOTE]
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