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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5978211" data-attributes="member: 710"><p>Here is an alternate approach to casting times -basically reversing the situation.</p><p></p><p>Instead of taking time to cast spells, you must take time to recover between casting spells. So yes, you can lob your fireball with a single action, but afterwards you are mentally too exhausted to immediately cast a new spell (safely/reliably).</p><p></p><p>Of course, this sounds like... something from an MMO, and is thus probably a vile thing and the bane to all that is good and right for D&D. </p><p></p><p>But, ignoring that, but also ignoring MMO terminology: </p><p></p><p>Casting spells causes drain. Drain is temporary and weakens the casters focus and clarity of mind. Drain is usually expressed in rounds (but some very powerful effect may last much longer). After the spell is cast, the caster is drained for that many rounds.</p><p></p><p>While drained, the following effects apply:</p><p></p><ol> <li data-xf-list-type="ol">The caster must make a Caster Check (1d20+spellcasting ability modifier) vs 10 + Spell Level to cast any spell or ritual. If he fails, the spell cannot be cast succesfully, and the caster must try again. Casting a cantrip grants advantage on this check.<br /> <em>Optional Swingy Hardcore Rule: </em>If he fails by 5 or more points (i.e. fails to beat a DC of 5 + Spell Levle), the spell is also expended in the process and a rituals material components are wasted.</li> <li data-xf-list-type="ol"> The caster suffers Disadvantage on all checks related to his spellcasting ability modifier, except Caster Level Checks.</li> <li data-xf-list-type="ol">if you suffer Drain while being drained, you have also disadvantage on Caster Level checks. This penalty lasts until you are no longer drained, regardless of how long the new or old effect of drain lasted.</li> <li data-xf-list-type="ol">Drain is only applied when a spell is succesfuly cast.</li> </ol><p></p><p></p><p>Some example spells: </p><p></p><ul> <li data-xf-list-type="ul">Fireball: 2 Round Drain</li> <li data-xf-list-type="ul">Scry: 1 hour drain</li> <li data-xf-list-type="ul">Teleport: 1 minute drain</li> <li data-xf-list-type="ul">Dimension Door: 1 Round Drain</li> <li data-xf-list-type="ul">Fly: Drain for the entire Duration</li> <li data-xf-list-type="ul">Invisiblity: Drain for the entire Duration</li> <li data-xf-list-type="ul">Raise Dead: Drain for a Day</li> <li data-xf-list-type="ul">Finger of Death: Drain for a Day</li> <li data-xf-list-type="ul">Charm Monster: Drain for a minute</li> <li data-xf-list-type="ul">Dominate Monster: Drain for the duration</li> <li data-xf-list-type="ul">Summon Monster: Drain for the duration</li> <li data-xf-list-type="ul">Shield: 1 Round Drain</li> </ul><p></p><p>Casters would still be able to try novaing, but they will often fail and lose their action for it. This allows non-casters to catch up. But they don't normally lose their spell nor do they take direct damage, so they have no reason to ask for going home to rest yet*. </p><p></p><p>Scry-Buff-Teleport basically takes the caster out of the fight - the sum of those drains will make it unlikely he can give any meaningful spell assistance afterwards. </p><p></p><p><span style="font-size: 9px">*This is one of the biggest risks with dealing with fighting 15 minute adventuring days - that your counters just lead to more of it. If the wandering monster that attacks the party costs the party so much resources that it must rest again - and I had this happen! - then it was all for naught. Or if the party retreats early because they know that they'll face wandering monsters and need to have some reserves left to deal with them. </span></p><p><span style="font-size: 9px"></span></p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5978211, member: 710"] Here is an alternate approach to casting times -basically reversing the situation. Instead of taking time to cast spells, you must take time to recover between casting spells. So yes, you can lob your fireball with a single action, but afterwards you are mentally too exhausted to immediately cast a new spell (safely/reliably). Of course, this sounds like... something from an MMO, and is thus probably a vile thing and the bane to all that is good and right for D&D. But, ignoring that, but also ignoring MMO terminology: Casting spells causes drain. Drain is temporary and weakens the casters focus and clarity of mind. Drain is usually expressed in rounds (but some very powerful effect may last much longer). After the spell is cast, the caster is drained for that many rounds. While drained, the following effects apply: [LIST=1] [*]The caster must make a Caster Check (1d20+spellcasting ability modifier) vs 10 + Spell Level to cast any spell or ritual. If he fails, the spell cannot be cast succesfully, and the caster must try again. Casting a cantrip grants advantage on this check. [I]Optional Swingy Hardcore Rule: [/I]If he fails by 5 or more points (i.e. fails to beat a DC of 5 + Spell Levle), the spell is also expended in the process and a rituals material components are wasted. [*] The caster suffers Disadvantage on all checks related to his spellcasting ability modifier, except Caster Level Checks. [*]if you suffer Drain while being drained, you have also disadvantage on Caster Level checks. This penalty lasts until you are no longer drained, regardless of how long the new or old effect of drain lasted. [*]Drain is only applied when a spell is succesfuly cast. [/LIST] Some example spells: [LIST] [*]Fireball: 2 Round Drain [*]Scry: 1 hour drain [*]Teleport: 1 minute drain [*]Dimension Door: 1 Round Drain [*]Fly: Drain for the entire Duration [*]Invisiblity: Drain for the entire Duration [*]Raise Dead: Drain for a Day [*]Finger of Death: Drain for a Day [*]Charm Monster: Drain for a minute [*]Dominate Monster: Drain for the duration [*]Summon Monster: Drain for the duration [*]Shield: 1 Round Drain [/LIST] Casters would still be able to try novaing, but they will often fail and lose their action for it. This allows non-casters to catch up. But they don't normally lose their spell nor do they take direct damage, so they have no reason to ask for going home to rest yet*. Scry-Buff-Teleport basically takes the caster out of the fight - the sum of those drains will make it unlikely he can give any meaningful spell assistance afterwards. [SIZE=1]*This is one of the biggest risks with dealing with fighting 15 minute adventuring days - that your counters just lead to more of it. If the wandering monster that attacks the party costs the party so much resources that it must rest again - and I had this happen! - then it was all for naught. Or if the party retreats early because they know that they'll face wandering monsters and need to have some reserves left to deal with them. [/SIZE] [/QUOTE]
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