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Interrupting spellcasting
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<blockquote data-quote="Gadget" data-source="post: 6991615" data-attributes="member: 23716"><p>Thank you for your response, I guess I had not considered it in that way. </p><p></p><p>It has been a long time since I played AD&D, but I was under the impression that higher level spell slots are even more of a premium in 5e than in AD&D. I also remember that in AD&D, once you got a spell off, it was sure to make a difference (with the exception of spell resistance, high level fighter types great saves, etc.). My impression is that in 5e, with its saves every round and such, the effect is much less. Also IIRC, opponent hit points were much less in AD&D, making blasting a more effective tactic. </p><p></p><p>Sometimes I look at the spell list in 5e and I see so many "trap" options (<em>Witch Bolt, Crown of Madness, Mordenkainen’s Sword, Jump</em>, the list goes on), that I wonder if there is just a few "effective" spells everyone sticks to to make a decent caster. <em>Charm</em> <em>Person</em> was quite powerful and long lasting back in the day (if you could land it and the target failed their saving throw), <em>Invisibility</em> lasted quite a long time and only ended when you attacked or cast an offensive spell, and save-or-suck spells--well, you saved (once) or it sucked to be you. Of course, it took a long time to "come on line" as a wizard in AD&D (it seemed darn near impossible to survive that long), and spell casting had a lot of draw backs, depending on how your group understood and interpreted the rules (spell scribing costs, % chance to learn a spell, randomly rolled spells, spell interruption, casting times). But a lot of these "gottchas" were kind of arcane and glossed over in many groups, and by golly, when you did get a spell off, it sure did something. Usually. </p><p></p><p>Thank you for being patient with me.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6991615, member: 23716"] Thank you for your response, I guess I had not considered it in that way. It has been a long time since I played AD&D, but I was under the impression that higher level spell slots are even more of a premium in 5e than in AD&D. I also remember that in AD&D, once you got a spell off, it was sure to make a difference (with the exception of spell resistance, high level fighter types great saves, etc.). My impression is that in 5e, with its saves every round and such, the effect is much less. Also IIRC, opponent hit points were much less in AD&D, making blasting a more effective tactic. Sometimes I look at the spell list in 5e and I see so many "trap" options ([I]Witch Bolt, Crown of Madness, Mordenkainen’s Sword, Jump[/I], the list goes on), that I wonder if there is just a few "effective" spells everyone sticks to to make a decent caster. [I]Charm[/I] [I]Person[/I] was quite powerful and long lasting back in the day (if you could land it and the target failed their saving throw), [I]Invisibility[/I] lasted quite a long time and only ended when you attacked or cast an offensive spell, and save-or-suck spells--well, you saved (once) or it sucked to be you. Of course, it took a long time to "come on line" as a wizard in AD&D (it seemed darn near impossible to survive that long), and spell casting had a lot of draw backs, depending on how your group understood and interpreted the rules (spell scribing costs, % chance to learn a spell, randomly rolled spells, spell interruption, casting times). But a lot of these "gottchas" were kind of arcane and glossed over in many groups, and by golly, when you did get a spell off, it sure did something. Usually. Thank you for being patient with me. [/QUOTE]
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