two said:I brought the issue up originally because of Player X's cantrip tactic and wanted opinions/comments.
Pbartender said:Simply put then... He can't do it nearly as easily as either you or he seem to think. Both of you need to open up your Rulebooks and read the relevant rules a lot more carefully.
Reread this entire thread from the beginning, and you'll find that all the specific rules and how they work have been pointed out for you in detail several pages ago. If it makes you feel better, no one else seemed to have noticed either.
Really, there's no point in berating Two, here. He's got the answers he was looking for, even if none of us realize it yet.
Shadowdweller said:Ultimately, I think the best way to handle it is, as someone previously suggested, to have (some) Archers ready in response to "The first spell cast that takes longer than a swift action". The more intelligent and wizard-experienced types might be prepared for such tactics. The less magic-experienced or intelligent (i.e. ogres) might be fooled by such feinting tricks.
You must admit, however, that regardless of whatever experience you may have in roleplaying games YOU are NOT a person who has devoted YEARS of study to combat in a magical world. A warrior in a D&D has. And likely has hundreds (if not more) of years of background 'lore' to draw from in training to be a warrior. Yet you find it unpalatable that they (that is, such people were they to exist) might have developed tricks that you might not have heard of?Actually, I thought the concept of "more intelligent and wizard-experienced types might be prepared for such tactics" idea as pretty lame the first time I read it.
It doesn't actually have to be something that's that complicated in PRACTICE. A round is six seconds...that's a considerable amount of time for action and reaction. What's the actual difference in time between a free-action spell and a standard action spell, anyhow? Typical mook thinks "Count one-one thousand...if still casting let go."I just can't justify. I just can't see typical mooks being able to distinguish between a free action spell and a "normal" spell, even if they had somebody inform them about the party's tactics (very, very uncommon).
Shadowdweller said:You must admit, however, that regardless of whatever experience you may have in roleplaying games YOU are NOT a person who has devoted YEARS of study to combat in a magical world. A warrior in a D&D has. And likely has hundreds (if not more) of years of background 'lore' to draw from in training to be a warrior. Yet you find it unpalatable that they (that is, such people were they to exist) might have developed tricks that you might not have heard of?
Or perhaps you are one of those people who claim they could come up with even half of the actual, real-life medieval siege and warfare tricks merely by pretending to be a knight in shining armor for a little while?
Meh, sorry if that came out a bit negative. In my opinion, if it's a successful tactic, chances are that someone will discover it at some point. Despite the fact that we seem to assume that adventurers are actually considerably less intelligent than ourselves. As for: It doesn't actually have to be something that's that complicated in PRACTICE. A round is six seconds...that's a considerable amount of time for action and reaction. What's the actual difference in time between a free-action spell and a standard action spell, anyhow? Typical mook thinks "Count one-one thousand...if still casting let go."
We, as DMs and players, are trying to APPROXIMATE expertise and experience on the part of the characters and foes. I'm sorry, but I just can't see that as metagaming.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.