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*Pathfinder & Starfinder
Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="evileeyore" data-source="post: 233617" data-attributes="member: 1768"><p>Okay I'll take a stab in the dark and play Devils Advocate for a minute.</p><p></p><p>What is wrong with the current rules?</p><p></p><p>Your buddy doesn't like that mages can get away with casting by moving away. He feels it should be easier to interupt mages <em>who are casting spells in the midst of a melee</em>, where their d4 Hit Die says they should run far, far away.</p><p></p><p>I was just basically restating your friends case (just more simply).</p><p></p><p>Does he feel that mages should get some sort of compensation for making their jobs harder? I mean there is really no way to interupt a Fighters attacks, and Archers shots, etc...</p><p></p><p>It is really rough enough on those beleagured Mages (and Sorcerors) already! They are wading into the thick with less than 1/2 the Fighters Hit Points!!</p><p></p><p>The only solution IMHO is to ignore his requests. Or have him play a mage and let him see just how rough it is when he can never cast a spell because some one is always there to interupt his casting with 2-3 levels worth of damage. (If the average fighter does d8+2 to d12+4 damage per swing, and your average mage gets d4+1 HD/level...)</p><p></p><p></p><p>Sorry to be somewhat abrasive but your gaming companion's request just really set me off. It sounds to me like he is tired of being dinky smacked by mages and can't tactically out think them, and so wants to change the rules.</p><p></p><p></p><p>Editted to add: Hmmm, I think I'll chime in with some tactics:</p><p></p><p>The Alche Fire is great... But so are Tangle Foot Bags. Pins the Mage in place.</p><p></p><p>If you really need more options check out the back issue of Dragon (not sure which one) that had tips for fighting Sorcerors...</p><p></p><p>And i can see your friends point. The sorceror I play uses Levitate combined with D-Door to move about the battlefield above it. Really makes interupting me rough...</p></blockquote><p></p>
[QUOTE="evileeyore, post: 233617, member: 1768"] Okay I'll take a stab in the dark and play Devils Advocate for a minute. What is wrong with the current rules? Your buddy doesn't like that mages can get away with casting by moving away. He feels it should be easier to interupt mages [i]who are casting spells in the midst of a melee[/i], where their d4 Hit Die says they should run far, far away. I was just basically restating your friends case (just more simply). Does he feel that mages should get some sort of compensation for making their jobs harder? I mean there is really no way to interupt a Fighters attacks, and Archers shots, etc... It is really rough enough on those beleagured Mages (and Sorcerors) already! They are wading into the thick with less than 1/2 the Fighters Hit Points!! The only solution IMHO is to ignore his requests. Or have him play a mage and let him see just how rough it is when he can never cast a spell because some one is always there to interupt his casting with 2-3 levels worth of damage. (If the average fighter does d8+2 to d12+4 damage per swing, and your average mage gets d4+1 HD/level...) Sorry to be somewhat abrasive but your gaming companion's request just really set me off. It sounds to me like he is tired of being dinky smacked by mages and can't tactically out think them, and so wants to change the rules. Editted to add: Hmmm, I think I'll chime in with some tactics: The Alche Fire is great... But so are Tangle Foot Bags. Pins the Mage in place. If you really need more options check out the back issue of Dragon (not sure which one) that had tips for fighting Sorcerors... And i can see your friends point. The sorceror I play uses Levitate combined with D-Door to move about the battlefield above it. Really makes interupting me rough... [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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