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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="ouini" data-source="post: 236718" data-attributes="member: 3506"><p>Madfox wrote: Indeed, why shouldn't someone engaged in melee be able to consistantly move back and cast a spell without fear of failure? What, just because someone is engaging them in melee and sacrificing their normal attack for the express purpose of interrupting the spellcaster's spells? That's a good question, and one our friend tries to adress.</p><p></p><p>And the answer is: This would not be a question at all if 3E didn't use a quantum movement system. But for simplicity, it does. Under core rules, the spellcaster moves back 30'. If the guy trying to interrupt his spell also moves 30', he can stay next to the caster and whack him if he casts. If the interrupter can only move 20', then he has to stand there 10' out of range while the spellcaster casts his spell start to finish.</p><p></p><p>Actually, quantum movement is very silly when trying to simulate reality. They move back 30', and if they decide to anything but move (I would argue strongly that this should even include <em><strong>readying</strong></em> a non-move action), they -then- suffer an AoO? Our friend pointed out that this rule -is- silly, but it's there for a reason -- balance.</p><p></p><p>Hopefully, this will become moot, since it's likely DrSpunj will adopt the rule suggested earlier (all damage done on a particular initiative number counts against interrupting spells cast on that initiative number).</p></blockquote><p></p>
[QUOTE="ouini, post: 236718, member: 3506"] Madfox wrote: Indeed, why shouldn't someone engaged in melee be able to consistantly move back and cast a spell without fear of failure? What, just because someone is engaging them in melee and sacrificing their normal attack for the express purpose of interrupting the spellcaster's spells? That's a good question, and one our friend tries to adress. And the answer is: This would not be a question at all if 3E didn't use a quantum movement system. But for simplicity, it does. Under core rules, the spellcaster moves back 30'. If the guy trying to interrupt his spell also moves 30', he can stay next to the caster and whack him if he casts. If the interrupter can only move 20', then he has to stand there 10' out of range while the spellcaster casts his spell start to finish. Actually, quantum movement is very silly when trying to simulate reality. They move back 30', and if they decide to anything but move (I would argue strongly that this should even include [i][b]readying[/b][/i] a non-move action), they -then- suffer an AoO? Our friend pointed out that this rule -is- silly, but it's there for a reason -- balance. Hopefully, this will become moot, since it's likely DrSpunj will adopt the rule suggested earlier (all damage done on a particular initiative number counts against interrupting spells cast on that initiative number). [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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