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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="Petrosian" data-source="post: 238780" data-attributes="member: 1149"><p>"He ran for a year to be sure it was a flaw before implementing a rule to fix it (the group agreed to leave the rules alone for a year before trying any house rules). He liked 3E rules in general, and he was quite over 2E before changing a thing about 3E."</p><p></p><p>While he may have run for a year he apparently ran with the same premises.</p><p></p><p>I think the big disconnect for me in all this is the belief that a fighter armed for troll should be able to shut down spells casters routinely with the same tools.</p><p></p><p>Take a fighter...</p><p>give him daggers... not two handed swords</p><p>give him quickdraw... not power attack</p><p>give him a chain shirt ... not plate mail</p><p></p><p>now this guy, when the mage does his 30' two step can take the AOO for the run away and then the readied action for the spell and either charge the 30' and strike or throw his dagger, depending on circumstances. If he spent well on feats his focus, spec, PBS on the thrown dagger still nets him 1d4+7 before magic (18 str.) far shot would be smart too. So now our mage is taking an average of 1d4+6 from the AOO and then 1d4+7 from the ready for 18 points a round, needs to make a concentration check of 18-21+spell to get the spell off each round. At 4th level (minimum for the fighter to have the spec feat) the mage probably has a concentration roll of +8 if he maxed it and has a 12 con. he also has about 18 hp which means surviving one round of this is tough.</p><p></p><p>All in all this does not sound too bad for the "prepared" fighter.</p><p></p><p>On the other hand, if you want to be able to clank up in armor and restrict your mobility yet still get to avoid the mobility issues facing a more mobile opponent... just change the rules.</p><p></p><p> Sure, this guy may not be quite as good at troll killing and giant splatting, but then again, should there be just one fighter and equipment set for all occasions?</p><p></p><p>the notion of wanting your plate armors melee-only grrr-arggg type to be the toolkit for every encounter (and if not then by gosh golly we must change the rules) seems silly and simple-minded. </p><p></p><p>personally i would prefer a system where a fighter who decided to emphasize anti-mage work needed to use different tools and acquire different skills than the one who just wants to bash things. (oh wait, thats called DND 3e!)</p></blockquote><p></p>
[QUOTE="Petrosian, post: 238780, member: 1149"] "He ran for a year to be sure it was a flaw before implementing a rule to fix it (the group agreed to leave the rules alone for a year before trying any house rules). He liked 3E rules in general, and he was quite over 2E before changing a thing about 3E." While he may have run for a year he apparently ran with the same premises. I think the big disconnect for me in all this is the belief that a fighter armed for troll should be able to shut down spells casters routinely with the same tools. Take a fighter... give him daggers... not two handed swords give him quickdraw... not power attack give him a chain shirt ... not plate mail now this guy, when the mage does his 30' two step can take the AOO for the run away and then the readied action for the spell and either charge the 30' and strike or throw his dagger, depending on circumstances. If he spent well on feats his focus, spec, PBS on the thrown dagger still nets him 1d4+7 before magic (18 str.) far shot would be smart too. So now our mage is taking an average of 1d4+6 from the AOO and then 1d4+7 from the ready for 18 points a round, needs to make a concentration check of 18-21+spell to get the spell off each round. At 4th level (minimum for the fighter to have the spec feat) the mage probably has a concentration roll of +8 if he maxed it and has a 12 con. he also has about 18 hp which means surviving one round of this is tough. All in all this does not sound too bad for the "prepared" fighter. On the other hand, if you want to be able to clank up in armor and restrict your mobility yet still get to avoid the mobility issues facing a more mobile opponent... just change the rules. Sure, this guy may not be quite as good at troll killing and giant splatting, but then again, should there be just one fighter and equipment set for all occasions? the notion of wanting your plate armors melee-only grrr-arggg type to be the toolkit for every encounter (and if not then by gosh golly we must change the rules) seems silly and simple-minded. personally i would prefer a system where a fighter who decided to emphasize anti-mage work needed to use different tools and acquire different skills than the one who just wants to bash things. (oh wait, thats called DND 3e!) [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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