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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="DrSpunj" data-source="post: 233066" data-attributes="member: 994"><p>Ooops. Sorry ouini. Thanks for clearing up the his house rule. It's still broken/unneeded but it's not *quite* as bad as I thought it was.</p><p></p><p>Everyone has posted great thoughts, and I admit, mikebr99, this is a very artificial situation. But doesn't it just seem a little odd that a typical (and by that I mean medium-to-heavily armored) fighter really has little or no chance to interrupt a mage with a <em>melee</em> weapon that he's standing next to? I have to say a reach weapon keeps the mage from running away (or taking a 5' step) but he's just as likely to stay right next to you (if he's playing smart) where you don't threaten him (because he's within 5').</p><p></p><p>I don't think this issue is one that deserves much critical thinking in most games, nor is it one that severely imbalances 3E overall. But it is "the issue" for one of the players in my game (who's playing a Psychic Warrior with Speed of Thought and Burst as a Talent and his only armor is Inertial, so many of the movement issues with him are moot and he *still* can't interrupt most of the time because he can't easily maneuver into a position where a readied attack is a viable option) and this is the same player who DMs one of our other campaigns.</p><p></p><p>Anyway, I really do appreciate everyone's posts. They are all excellent strategies to use to stop a mage from casting outright or to interrupt his casting when he tries. If we make any changes I think they will be small ones as this isn't a huge problem for anyone but this one player and I don't want to "use a sledge to nail a fly" as ouini put it.</p><p></p><p>Thanks all!</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 233066, member: 994"] Ooops. Sorry ouini. Thanks for clearing up the his house rule. It's still broken/unneeded but it's not *quite* as bad as I thought it was. Everyone has posted great thoughts, and I admit, mikebr99, this is a very artificial situation. But doesn't it just seem a little odd that a typical (and by that I mean medium-to-heavily armored) fighter really has little or no chance to interrupt a mage with a [i]melee[/i] weapon that he's standing next to? I have to say a reach weapon keeps the mage from running away (or taking a 5' step) but he's just as likely to stay right next to you (if he's playing smart) where you don't threaten him (because he's within 5'). I don't think this issue is one that deserves much critical thinking in most games, nor is it one that severely imbalances 3E overall. But it is "the issue" for one of the players in my game (who's playing a Psychic Warrior with Speed of Thought and Burst as a Talent and his only armor is Inertial, so many of the movement issues with him are moot and he *still* can't interrupt most of the time because he can't easily maneuver into a position where a readied attack is a viable option) and this is the same player who DMs one of our other campaigns. Anyway, I really do appreciate everyone's posts. They are all excellent strategies to use to stop a mage from casting outright or to interrupt his casting when he tries. If we make any changes I think they will be small ones as this isn't a huge problem for anyone but this one player and I don't want to "use a sledge to nail a fly" as ouini put it. Thanks all! DrSpunj [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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