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Snarf's Challenge: Was it Possible to Play 1e RAW? SHARE YOUR STORIES!
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<blockquote data-quote="Voadam" data-source="post: 9768649" data-attributes="member: 2209"><p>I think you are missing some big points on the page 65's SPELL CASTING DURING MELEE section and page 70's motionless opponent rules.</p><p></p><p>"It can thus be understood that spell casting during a melee can be a tricky business, for a mere shove at any time can spoil the dweomer! Any spell can be attempted, but success is likely to be uncertain. <strong>Use the following procedure for spells cast during melee:</strong>"</p><p></p><p>"4. The spell caster cannot use his or her dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell." </p><p></p><p>This seems to be the mechanical implementation of "Thus, casting a spell requires that a figure be relatively motionless and concentrating on the effort during the entire course of uninterrupted casting" It does not the seem the same as the helpless opponents situation on page 70 which grants an extra attack sequence in an applicable round.</p><p></p><p>There might be an argument in the RAW for the motionless opponent special circumstances to apply though to the relatively motionless caster, but since that imposes more penalties, it seems more RAW to use the specifically specified penalized for the only "relatively" motionless action. It could have said in 4 that the caster is motionless (with a reference to the special attacks rules for motionless opponents, or spelled out all the motionless opponent considerations), but it specifically states just losing dex as the procedure to apply for spells cast during melee.</p><p></p><p>From page 70:</p><p></p><p>Special Types Of Attacks:</p><p></p><p>Flank Attacks: All flank attacks negate any defender armor class addition for shield. Attacks against a rear flank, where the opponent is virtually unable to view the attackers, negate dexterity armor class bonus.</p><p></p><p><strong>Rear Attacks</strong>: Opponents attacking from the rear gain a +2 to hit, <strong>negate any consideration for shield, and also negate any consideration for dexterity</strong>.</p><p></p><p>Stunned, Prone or <strong>Motionless Opponents: Treat all such opponents as if being attacked from the rear</strong>, but in this case the “to hit” bonus is +4 rather than +2.</p><p></p><p>Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents are <strong>automatically struck</strong> by any attack to which they would normally be subject, and the<strong> maximum damage</strong> possible according to the weapon type is inflicted each time such an opponent is so attacked. The <strong>number of attacks or attack routines </strong>possible against such an opponent <strong>is twice the number</strong> normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS).</p></blockquote><p></p>
[QUOTE="Voadam, post: 9768649, member: 2209"] I think you are missing some big points on the page 65's SPELL CASTING DURING MELEE section and page 70's motionless opponent rules. "It can thus be understood that spell casting during a melee can be a tricky business, for a mere shove at any time can spoil the dweomer! Any spell can be attempted, but success is likely to be uncertain. [B]Use the following procedure for spells cast during melee:[/B]" "4. The spell caster cannot use his or her dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell." This seems to be the mechanical implementation of "Thus, casting a spell requires that a figure be relatively motionless and concentrating on the effort during the entire course of uninterrupted casting" It does not the seem the same as the helpless opponents situation on page 70 which grants an extra attack sequence in an applicable round. There might be an argument in the RAW for the motionless opponent special circumstances to apply though to the relatively motionless caster, but since that imposes more penalties, it seems more RAW to use the specifically specified penalized for the only "relatively" motionless action. It could have said in 4 that the caster is motionless (with a reference to the special attacks rules for motionless opponents, or spelled out all the motionless opponent considerations), but it specifically states just losing dex as the procedure to apply for spells cast during melee. From page 70: Special Types Of Attacks: Flank Attacks: All flank attacks negate any defender armor class addition for shield. Attacks against a rear flank, where the opponent is virtually unable to view the attackers, negate dexterity armor class bonus. [B]Rear Attacks[/B]: Opponents attacking from the rear gain a +2 to hit, [B]negate any consideration for shield, and also negate any consideration for dexterity[/B]. Stunned, Prone or [B]Motionless Opponents: Treat all such opponents as if being attacked from the rear[/B], but in this case the “to hit” bonus is +4 rather than +2. Magically Sleeping or Held Opponents: If a general melee is in progress, and the attacker is subject to enemy actions, then these opponents are [B]automatically struck[/B] by any attack to which they would normally be subject, and the[B] maximum damage[/B] possible according to the weapon type is inflicted each time such an opponent is so attacked. The [B]number of attacks or attack routines [/B]possible against such an opponent [B]is twice the number[/B] normally allowed in a round. Otherwise, such opponents may be automatically slain, or bound as appropriate to materials at hand and size, at a rate of one per round. Note that this does not include normally sleeping opponents (see ASSASSINS’ TABLE FOR ASSASSINATIONS). [/QUOTE]
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