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How did initiative rules make casters stronger in 3E?
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<blockquote data-quote="an_idol_mind" data-source="post: 4867004" data-attributes="member: 43749"><p>2nd edition and earlier has longer casting times for higehr level spells, and spellcasters lost their spell if they took any damage prior to casting. Not only did 3rd edition change that by removing initiative modifiers for spells, but it also added the Concentration skill and defensive casting to make it possible for a spellcaster to cast in combat or after taking damage.</p><p> </p><p>Some of the other consequences of the change are that magic missile isn't as big a mage killer. With its relatively high damage output and fast casting time, it was easy for a mage to sit back and spam magic missile to disrupt rival spellcasters. For non-spellcasters, a bag of darts could serve the same function.</p><p> </p><p>I'd be interested in seeing how many people actually played the rules as written, though. I know that my group and several others in my area did away with weapon speeds and casting times well before 3rd edition came about. We also allowed spellcasters to make a Constitution check to keep their spells after a hit, which is similar to the Concentration skill of 3rd edition. I wonder how many others had already gone toward the 3rd edition route, or if I'm just an aberration as usual.</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 4867004, member: 43749"] 2nd edition and earlier has longer casting times for higehr level spells, and spellcasters lost their spell if they took any damage prior to casting. Not only did 3rd edition change that by removing initiative modifiers for spells, but it also added the Concentration skill and defensive casting to make it possible for a spellcaster to cast in combat or after taking damage. Some of the other consequences of the change are that magic missile isn't as big a mage killer. With its relatively high damage output and fast casting time, it was easy for a mage to sit back and spam magic missile to disrupt rival spellcasters. For non-spellcasters, a bag of darts could serve the same function. I'd be interested in seeing how many people actually played the rules as written, though. I know that my group and several others in my area did away with weapon speeds and casting times well before 3rd edition came about. We also allowed spellcasters to make a Constitution check to keep their spells after a hit, which is similar to the Concentration skill of 3rd edition. I wonder how many others had already gone toward the 3rd edition route, or if I'm just an aberration as usual. [/QUOTE]
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How did initiative rules make casters stronger in 3E?
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