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Interrupting spellcasting
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<blockquote data-quote="Tony Vargas" data-source="post: 6798741" data-attributes="member: 996"><p>Back in classic D&D, when spells could be interrupted when cast, there were also spells that required ongoing concentration that could be broken - sometimes with disastrous results, like your 16HD conjured elemental turning on you. So, no nothing I suggested, above, seems all that bad compared to what it was like back in the day. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Even if we discount tradition, though (and 5e that would be out of character for 5e), 5e casters have a tremendous amount of flexibility when it comes to what spell they decide to cast and when. So if you do find that the few save-ends concentration spells are placed in 'double jeopardy,' you can cast then less often (only when conditions are ideal) or not at all - there's plenty of other spells, and always cantrips to fall back on. Finally, what your talking about is essentially a 'balance' consideration, and in 5e, the DM is Empowered to enforce balance at the table, the mechanics don't have to (and already don't) impose much balance on the game.</p><p></p><p>Six seconds is not a terribly short time compared to how quickly an arrow can be loosed or a sword swung. In six seconds, a high level fighter can attack 10 times (4, doubled for action surge, plus a bonus action attack and a reaction OA. It's not that the fighter is turning into the Flash, at 1st level, he was swinging as fast and as often, it's just that as he levels more of those swings have a real chance of connecting. And, many of those swings are 'interrupted' - parried - as a matter of course all bundled up in the abstraction of the round. That's an idea that's been with the game since the beginning. </p><p></p><p>Spells have never been anything but individual spells, they've never been characterized as many split-second spells, perhaps one of which goes off per round.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6798741, member: 996"] Back in classic D&D, when spells could be interrupted when cast, there were also spells that required ongoing concentration that could be broken - sometimes with disastrous results, like your 16HD conjured elemental turning on you. So, no nothing I suggested, above, seems all that bad compared to what it was like back in the day. ;) Even if we discount tradition, though (and 5e that would be out of character for 5e), 5e casters have a tremendous amount of flexibility when it comes to what spell they decide to cast and when. So if you do find that the few save-ends concentration spells are placed in 'double jeopardy,' you can cast then less often (only when conditions are ideal) or not at all - there's plenty of other spells, and always cantrips to fall back on. Finally, what your talking about is essentially a 'balance' consideration, and in 5e, the DM is Empowered to enforce balance at the table, the mechanics don't have to (and already don't) impose much balance on the game. Six seconds is not a terribly short time compared to how quickly an arrow can be loosed or a sword swung. In six seconds, a high level fighter can attack 10 times (4, doubled for action surge, plus a bonus action attack and a reaction OA. It's not that the fighter is turning into the Flash, at 1st level, he was swinging as fast and as often, it's just that as he levels more of those swings have a real chance of connecting. And, many of those swings are 'interrupted' - parried - as a matter of course all bundled up in the abstraction of the round. That's an idea that's been with the game since the beginning. Spells have never been anything but individual spells, they've never been characterized as many split-second spells, perhaps one of which goes off per round. [/QUOTE]
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