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My C&C campaign is kicking some major butt
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<blockquote data-quote="Mythmere1" data-source="post: 2120416" data-attributes="member: 26563"><p>Hi, Turanil, sorry it took me so long to respond to your question from DF. The free pdf project is working on a Yahoo Group at <a href="http://games.groups.yahoo.com/group/CandC_Society/" target="_blank">http://games.groups.yahoo.com/group/CandC_Society/</a></p><p></p><p>I'd be happy to post house rules on my site, too. I'm trying to keep the free pdf project away from house rules at the outset, and focused on new spells or mini-adventures - the more basic types of resources.</p><p></p><p>In terms of the best rule for melee spellcasting, there are lots of ways to do it. It depends on your preference. Michael H describes the framework exactly. The two basic models are the old school and the new school. Old school doesn't allow spellcasting in melee, period. New school allows spellcasting in melee with a free attack by the opponent, and a concentration check based on damage.</p><p></p><p>Our group uses a hybrid. The wizard can "five foot step" out of combat, incurring a free attack. But then he is out, and can cast his spell without being attacked by the melee opponent. However, anyone who is specifically "holding" a better initiative result can choose to attack during the spell casting with chance of disrupting the spell.</p><p></p><p>This five foot step manuever is a house rule, too - C&C doesn't use a five foot step.</p><p></p><p>This is why I suggested thinking about how this part works before starting the game - there are several options.</p></blockquote><p></p>
[QUOTE="Mythmere1, post: 2120416, member: 26563"] Hi, Turanil, sorry it took me so long to respond to your question from DF. The free pdf project is working on a Yahoo Group at [url]http://games.groups.yahoo.com/group/CandC_Society/[/url] I'd be happy to post house rules on my site, too. I'm trying to keep the free pdf project away from house rules at the outset, and focused on new spells or mini-adventures - the more basic types of resources. In terms of the best rule for melee spellcasting, there are lots of ways to do it. It depends on your preference. Michael H describes the framework exactly. The two basic models are the old school and the new school. Old school doesn't allow spellcasting in melee, period. New school allows spellcasting in melee with a free attack by the opponent, and a concentration check based on damage. Our group uses a hybrid. The wizard can "five foot step" out of combat, incurring a free attack. But then he is out, and can cast his spell without being attacked by the melee opponent. However, anyone who is specifically "holding" a better initiative result can choose to attack during the spell casting with chance of disrupting the spell. This five foot step manuever is a house rule, too - C&C doesn't use a five foot step. This is why I suggested thinking about how this part works before starting the game - there are several options. [/QUOTE]
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