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"Hot" take: Aesthetically-pleasing rules are highly overvalued
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<blockquote data-quote="Lanefan" data-source="post: 8113273" data-attributes="member: 29398"><p>It's really easy to do. All it takes is for players to keep track of their casting times. Re-rolling every round helps too, both to better simulate the random 'fog of war' aspect and to make it more difficult to predict when someone's going to act; but re-rolling does take longer than it should when using the d20-with-modifiers system that 3e-4e-5e has. (which is why I don't use that system) <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>The hard work for a 5e DM - going through all the spells and assigning casting times to each one - would be done up front; but it'd only have to be done once.</p><p></p><p>A corollary effect of re-rolling is that instead of things lasting until the start or end of someone's turn they instead last until a specific initiative count in the following round, regardless of turn order, and it's on the player to track this. Again, intentionally more random.</p><p></p><p>I see buffing as something done before combat rather than in it.</p><p></p><p>And some spells as written e.g. Burning Hands are made less useful if one can't cast in melee; I have no problem with this at all.</p><p></p><p>Some spells, mostly low-level ones, are quite fast. A few one-worders, even in my system, resolve at the same time they're cast (e.g. Command, any Power-Word spell, Featherfall).</p><p></p><p>With crossbows I've always assumed you shoot on your initiative and spend the rest of the round reloading. Then again, using a missile weapon in melee is also rather unadvisable: you don't have a shield and (in some editions) provoke a free attack for your melee foe(s).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8113273, member: 29398"] It's really easy to do. All it takes is for players to keep track of their casting times. Re-rolling every round helps too, both to better simulate the random 'fog of war' aspect and to make it more difficult to predict when someone's going to act; but re-rolling does take longer than it should when using the d20-with-modifiers system that 3e-4e-5e has. (which is why I don't use that system) :) The hard work for a 5e DM - going through all the spells and assigning casting times to each one - would be done up front; but it'd only have to be done once. A corollary effect of re-rolling is that instead of things lasting until the start or end of someone's turn they instead last until a specific initiative count in the following round, regardless of turn order, and it's on the player to track this. Again, intentionally more random. I see buffing as something done before combat rather than in it. And some spells as written e.g. Burning Hands are made less useful if one can't cast in melee; I have no problem with this at all. Some spells, mostly low-level ones, are quite fast. A few one-worders, even in my system, resolve at the same time they're cast (e.g. Command, any Power-Word spell, Featherfall). With crossbows I've always assumed you shoot on your initiative and spend the rest of the round reloading. Then again, using a missile weapon in melee is also rather unadvisable: you don't have a shield and (in some editions) provoke a free attack for your melee foe(s). [/QUOTE]
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