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Interrupting a spell impossible w/Core rules?
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<blockquote data-quote="Arundl" data-source="post: 239814" data-attributes="member: 4251"><p>I'm sorry, but changing the rules to solve the problem of interupting spell casting seems like a cop out to me. There are so many ways to either keep up with the caster or keep them from moving. You just have to think about it. You can carry a bow. You can use a tanglefoot bag. You can get boots of speed. You can use alchemist's fire. You can grapple.</p><p></p><p>There are just so many ways to make life hard on the mage if you really want to. Just because the mage can outmanuver or outpace you doesn't mean something is broken. Most fighers have restricted movement because they are wearing heavy armor. If you want good movement use light armor. It's a choice you make. Think about the mage. He gets good movement, but he also can't wear armor. It's a tradeoff. Yes, he can do massive damage with his spells, but he sufferes from less than half a fighter's hit points. Also, you can always charge a mage to hit him every round. Mages cannot take more than a single move and cast. Huge advantage to the fighter. </p><p></p><p>Overall, what I am saying is that each side has it's drawbacks and advantages and you have to look at the whole picture before you can say something is broken. What I am seeing in the original post is taking one situation in isolation and trying to make balance decisions based on that. I think it is balanced. The fighter holding the melee weapon needs to either be more flexible about tactics or accept the tradeoff he made in wearing heavy armor.</p></blockquote><p></p>
[QUOTE="Arundl, post: 239814, member: 4251"] I'm sorry, but changing the rules to solve the problem of interupting spell casting seems like a cop out to me. There are so many ways to either keep up with the caster or keep them from moving. You just have to think about it. You can carry a bow. You can use a tanglefoot bag. You can get boots of speed. You can use alchemist's fire. You can grapple. There are just so many ways to make life hard on the mage if you really want to. Just because the mage can outmanuver or outpace you doesn't mean something is broken. Most fighers have restricted movement because they are wearing heavy armor. If you want good movement use light armor. It's a choice you make. Think about the mage. He gets good movement, but he also can't wear armor. It's a tradeoff. Yes, he can do massive damage with his spells, but he sufferes from less than half a fighter's hit points. Also, you can always charge a mage to hit him every round. Mages cannot take more than a single move and cast. Huge advantage to the fighter. Overall, what I am saying is that each side has it's drawbacks and advantages and you have to look at the whole picture before you can say something is broken. What I am seeing in the original post is taking one situation in isolation and trying to make balance decisions based on that. I think it is balanced. The fighter holding the melee weapon needs to either be more flexible about tactics or accept the tradeoff he made in wearing heavy armor. [/QUOTE]
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Interrupting a spell impossible w/Core rules?
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