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*Pathfinder & Starfinder
Pathfinder overhaul suggestions, pt. 2
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<blockquote data-quote="tomBitonti" data-source="post: 4730371" data-attributes="member: 13107"><p>Ninja! <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=";)" /></p><p></p><p>That's my "committed action" (but it sounds like Magic of Faerun got there first, anyways).</p><p></p><p>Seems to me that with the adoption of discrete and cyclic initiative, there wasn't a full analysis of what should be allowed.</p><p></p><p>If your action is on initiative 15, and mine is on initiative 5, seems to me that half of your action overlaps mine.</p><p></p><p>So why can't I react to your action with a standard or move equivalent action ... with the consequence that my initial action in my subsequent turn <strong>must</strong> be what I just did?</p><p></p><p>I call that a "committed action", and I think that it would handle reactive actions pretty well. (That is, for both attacks of opportunity and for counterspells.)</p><p></p><p>As far as the idea of intercepting a cast spell, I pretty much like the idea of allowing <em>any</em> spell slot to be converted to a counterspell, with modifications for:</p><p></p><p>*) Countering using a prepared Counterspell: Bonus</p><p>*) Countering using a prepared opposing spell: Bonus</p><p>*) Countering with anything else: Penalty</p><p>*) Difference in caster level: Penalty/Bonus</p><p>*) Difference in spell slot: Penalty/Bonus</p><p>*) Caster Affinity: Penalty/Bonus (e.g., a Fire Mage countering a FireBall)</p><p></p><p>I also think that for a Concentration spell, the act of countering is <em>ongoing</em>, and as long as the counter result was not high enough (in either direction) then the spell is "still being cast", and both casters must make concentration checks to continue the attempt to cast/attempt to counter the spell.</p><p></p><p>Other effects seem interesting, such as being able to "pull" a spell onto yourself, or to cause a spell to be grounded, or for there to be damage, stun, or pushback depending on the counter result.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 4730371, member: 13107"] Ninja! ;) That's my "committed action" (but it sounds like Magic of Faerun got there first, anyways). Seems to me that with the adoption of discrete and cyclic initiative, there wasn't a full analysis of what should be allowed. If your action is on initiative 15, and mine is on initiative 5, seems to me that half of your action overlaps mine. So why can't I react to your action with a standard or move equivalent action ... with the consequence that my initial action in my subsequent turn [b]must[/b] be what I just did? I call that a "committed action", and I think that it would handle reactive actions pretty well. (That is, for both attacks of opportunity and for counterspells.) As far as the idea of intercepting a cast spell, I pretty much like the idea of allowing [i]any[/i] spell slot to be converted to a counterspell, with modifications for: *) Countering using a prepared Counterspell: Bonus *) Countering using a prepared opposing spell: Bonus *) Countering with anything else: Penalty *) Difference in caster level: Penalty/Bonus *) Difference in spell slot: Penalty/Bonus *) Caster Affinity: Penalty/Bonus (e.g., a Fire Mage countering a FireBall) I also think that for a Concentration spell, the act of countering is [i]ongoing[/i], and as long as the counter result was not high enough (in either direction) then the spell is "still being cast", and both casters must make concentration checks to continue the attempt to cast/attempt to counter the spell. Other effects seem interesting, such as being able to "pull" a spell onto yourself, or to cause a spell to be grounded, or for there to be damage, stun, or pushback depending on the counter result. Thx! TomB [/QUOTE]
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Pathfinder overhaul suggestions, pt. 2
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