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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Lanefan" data-source="post: 8112759" data-attributes="member: 29398"><p>I think you're missing something here. Spells almost always start and resolve in the same combat round (thus on each "turn" a caster could start a new spell). But in 5e terms how it'd work would be something like this: if your initiative is 15 that's when you start casting. Your spell has a listed casting time (say, 6) which means you won't resolve your spell until initiative count 9 and during the intervening time you're both open to interruption and have no active defenses as all your concentration is going into casting your spell.</p><p></p><p>Each spell has its own casting time, generally (but not always) increasing with spell level.</p><p></p><p>Here I disagree. If you want to get into melee, play a melee character. If you want to get into melee as a caster, you're using such physical weapons as you have because you ain't casting. (unless your specific intent is to get interrupted and hope for some sort of interesting/fun/beneficial wild magic surge; I've seen this done once or twice) And if melee comes to you something's gone wrong somewhere... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As a pleasant side effect, this also does away with most in-combat healing. Healing IMO is something done between battles, not during them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 8112759, member: 29398"] I think you're missing something here. Spells almost always start and resolve in the same combat round (thus on each "turn" a caster could start a new spell). But in 5e terms how it'd work would be something like this: if your initiative is 15 that's when you start casting. Your spell has a listed casting time (say, 6) which means you won't resolve your spell until initiative count 9 and during the intervening time you're both open to interruption and have no active defenses as all your concentration is going into casting your spell. Each spell has its own casting time, generally (but not always) increasing with spell level. Here I disagree. If you want to get into melee, play a melee character. If you want to get into melee as a caster, you're using such physical weapons as you have because you ain't casting. (unless your specific intent is to get interrupted and hope for some sort of interesting/fun/beneficial wild magic surge; I've seen this done once or twice) And if melee comes to you something's gone wrong somewhere... :) As a pleasant side effect, this also does away with most in-combat healing. Healing IMO is something done between battles, not during them. :) [/QUOTE]
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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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