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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="DrSpunj" data-source="post: 237126" data-attributes="member: 994"><p>Just to clarify, damage 3 seconds ago wouldn't enter into our rules change, only damage on the spellcaster's initiative count is added to the roll. I know with 6 seconds a round it may *seem* like it was 3 seconds ago, but since everyone's turns are not happening serially, but in parallel, this really does seem to fit better (for us, anyway, YMMV).</p><p></p><p>When you think about what all could damage a spellcaster on their initiative, it's a pretty short list. You still get readied attack damage. You now include damage from movement induced AoOs as well (the goal of our change). Continuous damage would continue to use it's own roll/rule (if there were other damage to be added, it would be a single die roll with only 1/2 of continuous damage added to 100% of whatever damage needs to be accounted for). Anything else that could sneak into the spellcaster's initiative count that I've forgotten and/or seems very unbalanced?</p><p></p><p>While some/many may disagree with the need for the rule change, it's something that needs to be addressed in our group. Does anyone have anything to add that we may be overlooking with this change?</p><p></p><p>Thanks in advance.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 237126, member: 994"] Just to clarify, damage 3 seconds ago wouldn't enter into our rules change, only damage on the spellcaster's initiative count is added to the roll. I know with 6 seconds a round it may *seem* like it was 3 seconds ago, but since everyone's turns are not happening serially, but in parallel, this really does seem to fit better (for us, anyway, YMMV). When you think about what all could damage a spellcaster on their initiative, it's a pretty short list. You still get readied attack damage. You now include damage from movement induced AoOs as well (the goal of our change). Continuous damage would continue to use it's own roll/rule (if there were other damage to be added, it would be a single die roll with only 1/2 of continuous damage added to 100% of whatever damage needs to be accounted for). Anything else that could sneak into the spellcaster's initiative count that I've forgotten and/or seems very unbalanced? While some/many may disagree with the need for the rule change, it's something that needs to be addressed in our group. Does anyone have anything to add that we may be overlooking with this change? Thanks in advance. DrSpunj [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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