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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Ideas for a simpler D&D *mostly about skills*
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<blockquote data-quote="Grayhawk" data-source="post: 1759627" data-attributes="member: 11288"><p>Regarding spell casting in combat (and how to foil it).</p><p></p><p>With no AoO's, I'd say that some things - like spell casting - just aren't possible when in melee. But I'll propably make a feat - Combat Casting - that circumvents this rule, so we're back to finding a way to challenge spellcasters in combat.</p><p></p><p>If there are no delayed actions, how do you thwart the pesky spellcasters?</p><p></p><p>The upcomming C&C (Castles & Crusades) game will revert to former editions' initiative system, where you call out your actions before rolling for initiative each round. This way, you have a chance of damaging a caster in the process of casting, and thus destroy his spell.</p><p></p><p>While I remember how those initiative rolls could hold a great deal of exitement (do you manage to get the final attack in before the BEG casts his Teleport?), I also like the cyclical initiative of 3e, where you only roll at the beginning of a combat and can base your action on what's happened right up to it.</p><p></p><p>But what to do about spellcasters? Increasing all casting times to full round actions (so everybody gets a chance of hitting them and disrupting the spell before it's cast), might be interesting and will require that the casters are much better protected by their party, but it'll propably reduce the power of spellcasters too much.</p><p></p><p>Any ideas?</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1759627, member: 11288"] Regarding spell casting in combat (and how to foil it). With no AoO's, I'd say that some things - like spell casting - just aren't possible when in melee. But I'll propably make a feat - Combat Casting - that circumvents this rule, so we're back to finding a way to challenge spellcasters in combat. If there are no delayed actions, how do you thwart the pesky spellcasters? The upcomming C&C (Castles & Crusades) game will revert to former editions' initiative system, where you call out your actions before rolling for initiative each round. This way, you have a chance of damaging a caster in the process of casting, and thus destroy his spell. While I remember how those initiative rolls could hold a great deal of exitement (do you manage to get the final attack in before the BEG casts his Teleport?), I also like the cyclical initiative of 3e, where you only roll at the beginning of a combat and can base your action on what's happened right up to it. But what to do about spellcasters? Increasing all casting times to full round actions (so everybody gets a chance of hitting them and disrupting the spell before it's cast), might be interesting and will require that the casters are much better protected by their party, but it'll propably reduce the power of spellcasters too much. Any ideas? [/QUOTE]
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