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Have We Lost Our Way? Two masters on combat and alignment
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<blockquote data-quote="T. Foster" data-source="post: 1619234" data-attributes="member: 16574"><p>This isn't really the "smoking gun" situation you would like it to be. The DMG specifies what kinds of attacks spoil a magic-user's concentration, including damaging attacks and spells that are not saved against. Thus, by inference, spells that are saved against and attacks that don't cause damage (which, remember, in AD&D doesn't necessarily mean they didn't "hit" as in make touch-contact) <em>don't</em> break concentration, which strongly implies that it takes more than just a little 'tap on the shoulder' or whatnot to break a spell caster's concentration. Therefore it's entirely reasonable for the DM to state that the halfling thief is up in the tree pitching a couple dozen stones at the bad guy spell caster, only the stones, whether they hit or not, aren't sufficient to break his concentration (note also the <em>magic stone</em> spell from UA which specifically gives a <100% chance of the stone breaking a spell caster's concentration on a successful hit, and that's for a "magic" stone!). Sure, there's a chance that a lucky hit from one of those stones <em>will</em> break the spell caster's concentration -- and personally I'd allow about one chance of this per minute of trying <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> .</p><p></p><p>Any and all other "objections" to the minute-long combat round can be met with similar explanations/rationalizations. Whether you happen to find these explanations plausible or realistic or consistent with each other is immaterial, because we all know they're really just rationalizations for a game rule the intent of which was clearly explained by the author in the rulebook (and in the first post of this thread) -- that each round be long enough that activity can be abstracted and the process can be kept fast-moving without getting bogged down in excessive detail.</p><p></p><p>And lastly, to add a little more fuel to the fire, here's a couple of AD&D rules you may have forgotten: 1) against 'mundane' opponents (0-level humans and creatures with less than 1 full hit die) fighters gain one melee attack per level per round -- thus our Conan-type superhero who is only able to gain one potentially telling blow for every 40 seconds of trying against a similarly heroic opponent (or a big animal of equivalent toughness) is able to mow through men-at-arms, goblins, giant rats, and whathaveyou at a rate of one potentially telling blow every 7.5 seconds; 2) in a situation of surprise, the unsurprised party is able to make attacks upon the surprised party as if each segment were a full round (i.e. someone who normally gains a potentially telling blow once every minute will in a surprise situation gain one every 6 seconds). In other words, the rules <em>recognize</em> that there are exceptional circumstances in which the normal combat procedure shouldn't apply and a character should be able to gain potentially telling blows more than just once or twice in a minute's time, and provides guidance for dealing with them. </p><p></p><p>The problem is not the rules, but rather people's (mis)understanding of them.</p></blockquote><p></p>
[QUOTE="T. Foster, post: 1619234, member: 16574"] This isn't really the "smoking gun" situation you would like it to be. The DMG specifies what kinds of attacks spoil a magic-user's concentration, including damaging attacks and spells that are not saved against. Thus, by inference, spells that are saved against and attacks that don't cause damage (which, remember, in AD&D doesn't necessarily mean they didn't "hit" as in make touch-contact) [i]don't[/i] break concentration, which strongly implies that it takes more than just a little 'tap on the shoulder' or whatnot to break a spell caster's concentration. Therefore it's entirely reasonable for the DM to state that the halfling thief is up in the tree pitching a couple dozen stones at the bad guy spell caster, only the stones, whether they hit or not, aren't sufficient to break his concentration (note also the [i]magic stone[/i] spell from UA which specifically gives a <100% chance of the stone breaking a spell caster's concentration on a successful hit, and that's for a "magic" stone!). Sure, there's a chance that a lucky hit from one of those stones [i]will[/i] break the spell caster's concentration -- and personally I'd allow about one chance of this per minute of trying :D . Any and all other "objections" to the minute-long combat round can be met with similar explanations/rationalizations. Whether you happen to find these explanations plausible or realistic or consistent with each other is immaterial, because we all know they're really just rationalizations for a game rule the intent of which was clearly explained by the author in the rulebook (and in the first post of this thread) -- that each round be long enough that activity can be abstracted and the process can be kept fast-moving without getting bogged down in excessive detail. And lastly, to add a little more fuel to the fire, here's a couple of AD&D rules you may have forgotten: 1) against 'mundane' opponents (0-level humans and creatures with less than 1 full hit die) fighters gain one melee attack per level per round -- thus our Conan-type superhero who is only able to gain one potentially telling blow for every 40 seconds of trying against a similarly heroic opponent (or a big animal of equivalent toughness) is able to mow through men-at-arms, goblins, giant rats, and whathaveyou at a rate of one potentially telling blow every 7.5 seconds; 2) in a situation of surprise, the unsurprised party is able to make attacks upon the surprised party as if each segment were a full round (i.e. someone who normally gains a potentially telling blow once every minute will in a surprise situation gain one every 6 seconds). In other words, the rules [i]recognize[/i] that there are exceptional circumstances in which the normal combat procedure shouldn't apply and a character should be able to gain potentially telling blows more than just once or twice in a minute's time, and provides guidance for dealing with them. The problem is not the rules, but rather people's (mis)understanding of them. [/QUOTE]
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