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Interrupting spellcasting
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<blockquote data-quote="Ilbranteloth" data-source="post: 6989973" data-attributes="member: 6778044"><p>This is exactly what I'm doing in my campaigns - I'm not worried about balance, but flavor. I totally understand the direction they've gone with the rules for 5e in terms of magic, class abilities and such. And I think it's the right direction in general. But a great many of the rules are designed to make things easy for a "typical" group that isn't as concerned about the rules making sense within the world. Level advancement is a good example. </p><p></p><p>I do have the possibility of interrupting spellcasting in combat. Since we don't roll initiative, it depends on the actions of the round. If somebody is trying to cast a spell, and somebody else targets them, they make an initiative check (an opposed check). If the attack occurs first, then the spellcaster must make a concentration check. Otherwise they spell is released before the attack strikes (although it can still disrupt a spell that requires concentration).</p><p></p><p>Failure on the concentration check, though, doesn't mean it automatically fails. I have a modified Wild Magic Surge process - there's about a 50% chance that the spell will still work, otherwise it might fizzle (sometimes losing the spell slot, sometimes not), backfire (dangerous for the caster), misfire (which is typically just magical energy shooting in a random direction), or a wild magic surge in which case just about anything can happen.</p><p></p><p>My house rules in general are to make the game more like AD&D while taking advantage of the new rules. I've moved all damage-causing cantrips back up to 1st-level too, for example. </p><p></p><p>I am working on finalizing my house rules for "5th Edition D&D with an AD&D Feel" which I'll post to DMs Guild. Not sure exactly when, but I'd love a group or two to playtest some stuff.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6989973, member: 6778044"] This is exactly what I'm doing in my campaigns - I'm not worried about balance, but flavor. I totally understand the direction they've gone with the rules for 5e in terms of magic, class abilities and such. And I think it's the right direction in general. But a great many of the rules are designed to make things easy for a "typical" group that isn't as concerned about the rules making sense within the world. Level advancement is a good example. I do have the possibility of interrupting spellcasting in combat. Since we don't roll initiative, it depends on the actions of the round. If somebody is trying to cast a spell, and somebody else targets them, they make an initiative check (an opposed check). If the attack occurs first, then the spellcaster must make a concentration check. Otherwise they spell is released before the attack strikes (although it can still disrupt a spell that requires concentration). Failure on the concentration check, though, doesn't mean it automatically fails. I have a modified Wild Magic Surge process - there's about a 50% chance that the spell will still work, otherwise it might fizzle (sometimes losing the spell slot, sometimes not), backfire (dangerous for the caster), misfire (which is typically just magical energy shooting in a random direction), or a wild magic surge in which case just about anything can happen. My house rules in general are to make the game more like AD&D while taking advantage of the new rules. I've moved all damage-causing cantrips back up to 1st-level too, for example. I am working on finalizing my house rules for "5th Edition D&D with an AD&D Feel" which I'll post to DMs Guild. Not sure exactly when, but I'd love a group or two to playtest some stuff. [/QUOTE]
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