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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5978179" data-attributes="member: 710"><p>Well, it could also have the opposite effect - the caster tells the party "I am gonna cast fireball, get the enemies in position". That is to some extent what 4E can allow.</p><p></p><p>One of my goals was to have it not too punishing - if you cannot complete the spell, the spell is not lost, merely your action. If we'd be willing to give this up, we could allow such spells to have a minor effect while being cast.</p><p></p><p><strong>Fire Ball</strong></p><p>1st Round: Gain Resist 5 to Fire. Adjacent enemies attacking you take INT fire damage. </p><p>2nd Round: Gain Resist 10 to Fire. Adjacent enemies attacking you take 1d6+INT fire damage.</p><p>3rd Round: 5d6+INT fire damage in a 20 ft radius burst within 400 ft. Dexterity Save for half damage.</p><p></p><p>But this would require making spells more complicated.</p><p></p><p>It may be enough to default to two rounds of casting time - situations do change less in that time, and it gives still plenty of time to try to cancel casting the spell. (Above I also describe a variant where the casting time is seperated by steps and depending on a check result, you may advance multiple steps - that could probably on average allow you to advance 3 steps in 2 rounds.)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5978179, member: 710"] Well, it could also have the opposite effect - the caster tells the party "I am gonna cast fireball, get the enemies in position". That is to some extent what 4E can allow. One of my goals was to have it not too punishing - if you cannot complete the spell, the spell is not lost, merely your action. If we'd be willing to give this up, we could allow such spells to have a minor effect while being cast. [B]Fire Ball[/B] 1st Round: Gain Resist 5 to Fire. Adjacent enemies attacking you take INT fire damage. 2nd Round: Gain Resist 10 to Fire. Adjacent enemies attacking you take 1d6+INT fire damage. 3rd Round: 5d6+INT fire damage in a 20 ft radius burst within 400 ft. Dexterity Save for half damage. But this would require making spells more complicated. It may be enough to default to two rounds of casting time - situations do change less in that time, and it gives still plenty of time to try to cancel casting the spell. (Above I also describe a variant where the casting time is seperated by steps and depending on a check result, you may advance multiple steps - that could probably on average allow you to advance 3 steps in 2 rounds.) [/QUOTE]
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