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Random Casting Time for Spells
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<blockquote data-quote="Grayhawk" data-source="post: 1777763" data-attributes="member: 11288"><p>Steverooo, Sammael, thanks for your replies.</p><p></p><p>I think you're mistaken; this is not a Spell Failure check (like the one you suggested in the thread in General); it's a check to see if you get the spell off immediately or if the casting carries over to your next action.</p><p></p><p>Since this is for a system with no AoO's (and propably no Delayed Actions), a spell that is cast on your own initiative has no risk of being interrupted.</p><p></p><p>But that doesn't mean that the spell <em>will</em> be interrupted if you don't make your roll - someone still have to hit you or have the right spell to counterspell your's.</p><p></p><p>(And hitting a low level caster doesn't have to be <em>that</em> easy: A 1st level Wizard with Dex 14 and Mage Armor has an AC of 16. If attacked by a Hobgoblin, it'll hit him with about 1/3 of it's attacks. That means that for the Spell Casting roll to equal a Spell Failure roll, 3 Hobgoblins need to be within melee range of the caster (or using ranged weapons). In such a case that caster will be pretty much dead anyway.) </p><p></p><p>Do you still feel that the DC is too hard? (caster level + d20 vs 15 + spell level.)</p><p></p><p>What other things should be taken into consideration to make something like this work?</p><p></p><p>(For example, in an AoO less system everybody would be able to run up to a caster who's spell casting is carrying over till his next action, passing or disengaging all opponents with impunity. So such a system propably needs rules like 'You must stop your move once you enter a threatened space' and 'Disengaging from melee invites free attacks from your opponents as you move away'.)</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1777763, member: 11288"] Steverooo, Sammael, thanks for your replies. I think you're mistaken; this is not a Spell Failure check (like the one you suggested in the thread in General); it's a check to see if you get the spell off immediately or if the casting carries over to your next action. Since this is for a system with no AoO's (and propably no Delayed Actions), a spell that is cast on your own initiative has no risk of being interrupted. But that doesn't mean that the spell [i]will[/i] be interrupted if you don't make your roll - someone still have to hit you or have the right spell to counterspell your's. (And hitting a low level caster doesn't have to be [i]that[/i] easy: A 1st level Wizard with Dex 14 and Mage Armor has an AC of 16. If attacked by a Hobgoblin, it'll hit him with about 1/3 of it's attacks. That means that for the Spell Casting roll to equal a Spell Failure roll, 3 Hobgoblins need to be within melee range of the caster (or using ranged weapons). In such a case that caster will be pretty much dead anyway.) Do you still feel that the DC is too hard? (caster level + d20 vs 15 + spell level.) What other things should be taken into consideration to make something like this work? (For example, in an AoO less system everybody would be able to run up to a caster who's spell casting is carrying over till his next action, passing or disengaging all opponents with impunity. So such a system propably needs rules like 'You must stop your move once you enter a threatened space' and 'Disengaging from melee invites free attacks from your opponents as you move away'.) [/QUOTE]
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