Evenglare
Adventurer
Heh. The typo in this thread title is fantastic.
PS
Typo or completely intentional error? .... no... it's a typo....lol.
Heh. The typo in this thread title is fantastic.
PS
In other words, good old-fashioned casting times like 1e had.To get a similar feel, without such a big nerf, you might consider this:
Charge Time
Spells have a charge time equal to their level. When you choose to cast a spell on your turn, your turn ends, and you begin concentrating. Subtract the spell's Charge Time from your current Initiative to determine the Spell Initiative. On the Spell Initiative, casting ends and the spell takes effect. From the end of your turn, until the Spell Initiative, you are considered Concentrating, and any damage you take may disrupt your spellcasting.
So you can still cast a spell on your turn, but if you want to cast a 9th level spell, you're going to be subject to a lot of attacks before you get it off, unless you've got some insane initaitive roll. You can double the CT (2xLV) if it doesn't seem to be enough of a penalty.
If you accept the default fluff still applies, it says some interesting things about magic in your setting too.I've always been of the opinion that a better fix is to use sorcerers and Favored souls for casters. Tends to rein in the worst problems.
In other words, good old-fashioned casting times like 1e had.
One bit confuses me: "From the end of your turn, until the Spell Initiative, you are considered Concentrating." Wouldn't a simpler way to put it be "Between and including these two initiatives you are considered to be concentrating". And, see below...
Also keep in mind that if you're using 3e-style initiatives (i.e. 20 or more segments in a round) a 9th-level spell doesn't even take half a round to cast in this system. I think I'd want to tweak that a bit...maybe from 1-9 have the casting times be 2-3-4-6-8-10-12-15-18 segments?
It's an easy step from here to give each spell its own casting time - the default is (spell-level) segments but some spells e.g. Featherfall might want a 1-segment casting time (you can fall a long way in a round even using 3e's short rounds!) and others e.g. most of the summonnig spells might take a full round or even longer. This gives you an easy way to balance spells of the same level against each other to a small extent.
As for concentrating, the quickest and simplest way to rein in casters is to make it that ANY interruption ruins the spell, period. Concentration only comes into play once the spell is cast if it requires concentration to maintain e.g. most illusions. And for more fun and variety, bring in the possibility of wild magic surges if a spell is interrupted...
Lan-"and this makes even more sense when initiatives are re-rolled each round, as you never know when the caster's going to start"-efan
@OP
You'd be the 1,000,001th person to try doing this and probably the 1,000,001th failure, but if you're going to take a shot at that legendary problem you need to actually understand what's wrong with magic in 3e. Like treating a sick man attacking the symptoms of problem will only make him more miserable, you must attack the root of the problem. Let's look at the root problems with magic:
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Not sure if you are in favor of banning spell or not, but anyway to the casting times. You said it yourself, that not every level 1 spell is equal, which is precisely why you would want to raise casting actions.
but if a full blown wizard or cleric stars wielding these spell, it instantly become unfun for all the martial classes. So I don't really agree with the statement that if you were to nerf a wizard the class wouldn't be fun anymore.