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Ditching concentration - did you do it?
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<blockquote data-quote="Celtavian" data-source="post: 6778909" data-attributes="member: 5834"><p>I looked back at where you jumped into this conversation with your "pet peeve" rubbish. I'll simply admit that there was an AoO-like mechanic in the game. </p><p></p><p>I've been reading more of the old 1E rules. I'm getting some semblance of how it worked. The equivalent to disengage was Fall Back which you could do with a parry. Then the opponent did not get extra attacks and could follow you if not otherwise engaged. So you couldn't just drop out of melee. Instead casters were heavily reliant on avoiding entering melee. I imagine that should not surprise me since that has carried over to pretty much every edition except 3rd and 5th (I'm not sure about 4th). </p><p></p><p>Spells were activated by casting time in segments. When you rolled initiative, martial attacks went off on the 1st and the segment you rolled initiative. So if you rolled a 5, the 1st and 6th segments. You could only move 1/10 of your move per segment, often that was a very short distance for heavily armored individuals. That would give you a few segments to get a spell up if you weren't fighting a ranged attacker. </p><p></p><p>The main reason 1E casters were far more powerful than 5E because of the lack of concentration was twofold:</p><p>1. There was no mechanic to limit the number of spells you had active.</p><p>2. Once a spell was active, it could not be broken by striking you.</p><p></p><p>The lack of concentration as well as far more potent spells made 1E casters far more powerful than their 5E counterparts. 5E casters are more active than 1E casters because intelligently played 1E casters sat on their magic waiting for a key time to cast whereas 5E casters get to launch cantrips when not expending spell slots. That might make 5E casters more fun for those players that like to do something every round. </p><p></p><p>Nice trip down memory lane. It's been ages since I looked at 1E. What a different game it was. So many tables.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6778909, member: 5834"] I looked back at where you jumped into this conversation with your "pet peeve" rubbish. I'll simply admit that there was an AoO-like mechanic in the game. I've been reading more of the old 1E rules. I'm getting some semblance of how it worked. The equivalent to disengage was Fall Back which you could do with a parry. Then the opponent did not get extra attacks and could follow you if not otherwise engaged. So you couldn't just drop out of melee. Instead casters were heavily reliant on avoiding entering melee. I imagine that should not surprise me since that has carried over to pretty much every edition except 3rd and 5th (I'm not sure about 4th). Spells were activated by casting time in segments. When you rolled initiative, martial attacks went off on the 1st and the segment you rolled initiative. So if you rolled a 5, the 1st and 6th segments. You could only move 1/10 of your move per segment, often that was a very short distance for heavily armored individuals. That would give you a few segments to get a spell up if you weren't fighting a ranged attacker. The main reason 1E casters were far more powerful than 5E because of the lack of concentration was twofold: 1. There was no mechanic to limit the number of spells you had active. 2. Once a spell was active, it could not be broken by striking you. The lack of concentration as well as far more potent spells made 1E casters far more powerful than their 5E counterparts. 5E casters are more active than 1E casters because intelligently played 1E casters sat on their magic waiting for a key time to cast whereas 5E casters get to launch cantrips when not expending spell slots. That might make 5E casters more fun for those players that like to do something every round. Nice trip down memory lane. It's been ages since I looked at 1E. What a different game it was. So many tables. [/QUOTE]
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