Mishihari Lord
First Post
5. Make Combat Casting Difficult: This was a huge change from 2nd to 3rd. The change to initiative system, the five-foot step, and the concentration skill made casting in combat almost trivial. Wizards should have to cast spells over several initiative segments. Damage should interrupt the spell. If you want to be kind, allow a check to not lose the interrupted spell.
A thousand times this! Combat became a lot less fun once spell casting became so easy with 3E.
Back in the day I had a house-rule initiative system which was more or less tick-based. A caster declared his cast on his initiative. If he took a hit between declaration and when the spell went off (based on cast time) the spell was lost. If he took damage before declaration he couldn't cast but the spell was not lost. If you got an early initiative you were allowed to hold your turn and act later, frex once the wizard started casting.
This system heavily limited magic-users' power and may be the reason we never experienced high level m-u's dominating play like I've heard complained about here. More importantly, it added a lot of tension to the game and was a lot of fun.
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