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Disrupting casters: how?
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<blockquote data-quote="Tilenas" data-source="post: 5611371" data-attributes="member: 71414"><p>I know all of this has been discussed a million times, but I'd like some informed opinions on the following: how do you counter the nasty "take-five-foot-step-then-cast" strategy? I also know that this point is moot after level 5 or so, when defensive casting nearly always succeeds, but I'd like an answer to this anyway.</p><p></p><p>I ask because I'm now DMing a group which has just migrated from AD&D to 3.5. Some of the players have a hard time adjusting to the fact that casters can now do their thing every round with hardly any repercussions, even in melee. I tend to agree that this gives spellcasters an edge that isn't really called for (YMMV, especially if you started playing D&D with 3.0 or later).</p><p></p><p>One thing I noticed is that it's allowed to take a 5-foot-step with a ready action, allowing melee types to ready an attack that is triggered even if the caster moves 5 feet away on his turn. However, this tactic only works if you start your own turn adjacent to the caster, as you can only make a 5-foot-step if you haven't moved on your turn. This makes it easy for the caster to just keep 5 feet between you, simply by taking his own 5-foot-step on every turn.</p><p></p><p>Now, another thing that seems to be viable is to ready a move action to move adjacent to the caster when he starts casting a spell. Since the readied action is resolved prior to the action that triggers it, you are now threatening him while he is casting. I've read some heated discussion about that which mostly revolves around the order in which casting, ready action and AoO are resolved.</p><p></p><p>Are there any other tactics (other than ready a ranged attack and counterspelling) that we're missing? Would you allow the "ready to move adjacent" counter? If not, why not?</p></blockquote><p></p>
[QUOTE="Tilenas, post: 5611371, member: 71414"] I know all of this has been discussed a million times, but I'd like some informed opinions on the following: how do you counter the nasty "take-five-foot-step-then-cast" strategy? I also know that this point is moot after level 5 or so, when defensive casting nearly always succeeds, but I'd like an answer to this anyway. I ask because I'm now DMing a group which has just migrated from AD&D to 3.5. Some of the players have a hard time adjusting to the fact that casters can now do their thing every round with hardly any repercussions, even in melee. I tend to agree that this gives spellcasters an edge that isn't really called for (YMMV, especially if you started playing D&D with 3.0 or later). One thing I noticed is that it's allowed to take a 5-foot-step with a ready action, allowing melee types to ready an attack that is triggered even if the caster moves 5 feet away on his turn. However, this tactic only works if you start your own turn adjacent to the caster, as you can only make a 5-foot-step if you haven't moved on your turn. This makes it easy for the caster to just keep 5 feet between you, simply by taking his own 5-foot-step on every turn. Now, another thing that seems to be viable is to ready a move action to move adjacent to the caster when he starts casting a spell. Since the readied action is resolved prior to the action that triggers it, you are now threatening him while he is casting. I've read some heated discussion about that which mostly revolves around the order in which casting, ready action and AoO are resolved. Are there any other tactics (other than ready a ranged attack and counterspelling) that we're missing? Would you allow the "ready to move adjacent" counter? If not, why not? [/QUOTE]
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Disrupting casters: how?
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