Somatic components and a lanyard

Harmon said:
Whats the benifit of the lanyard?

The problem you're facing is that there are simply no rules in D&D dealing with lanyards/straps on weapons. If you're allowing it in your game, then it's your job to make up the rules around it.

In addition to the FAQ entry on casting with a buckler, I think there was a suggestion from Skip somewhere about letting clerics have a strap on their mace so they can switch back and forth as a free action. Personally, I think that's too much of a benefit with regard to the action rules, and don't allow it.
 

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I wouldn't bother too much about the logical consequences of arcane spell failure. The whole concept of arcane spell failure isn't very logical in the first place and the rules don't even give a good ingame explanation for it. Divine spells do use somatic components too, but a divine spellcaster does never risk losing a spell, even when wearing Mountain Plate and wielding a Tower Shield. The PHP states: "Wizards and sorcerers do not know how to wear armor effectively", but this reason can be disproved all too easy. A Wizard/Cleric/Mystic Theurge does indeed know how to wear armor effectively, and can cast divine spells even if armor-clad from head to toe, but arcane spells will constantly fizzle.

So what purpose does arcane spell failure serve? In my opinion there are three:

1.) It is a relic from previous D&D Editions, where Wizards couldn't cast when wearing armor at all.
2.) It fits the role model of an arcane spellcaster (Wizards and Sorcerers aren't supposed to wear heavy armor, but are supposed to be physically weak and fragile).
3.) It is a balancing issue. Armor proficiency can be obtained all to easy in D&D 3, overcoming spell failure is much trickier.

So what does this mean for the original case? Simple ignore the cane-on-a-rope. It isn't logocal that a Wiz has always the required spell component handy in an instant from his component pouch, although a Wiz has to haul around a lot of components. To be honest, this is downright absurd, but the rules explicitly state that it is supposed to work. The same applies to the cane.
 

Clearly there is a benefit from having your weapon on a lanyard.

Therefore, you need a penalty to offset that.
 

Okay I am hearing you all here and I thank you for your input.

Seems that the lanyard idea might have a few flaws, but to me it's laid down to Somatic (the "movement of a hand or some other part of the body" during the casting of a spell) Components problems- which was the original question.

It sounds like an individual problem that can be figured out by house rules.

However this leads me to another question- do your players or you, while playing a spell caster take into consideration the "I have two hands and two items in hand and am now casting a spell," or is it presumed that the mage leans the staff against his chest, casts the spell and retakes up the staff as a free action? Is it an issue?

Just a little question.
 

It shouldn't be presumed at all - there are rules for this sort of thing.


If he has an item in each hand, he has to let go of something to have a free hand to cast the spell. He only has to have ONE hand free, so he has to pick which item to drop. Dropping an item is a free action. However, retrieving an item from the ground is not a free action - it is a move action that provokes an AoO. All of these can usually be done in one round, however.

So, if he has a staff and a dagger (or something else) in his hands and wants to cast a spell, he has to drop one of the two (free action). If the spell has material components, he must prepare the components (free action). He can then cast the spell (standard action), provoking an AoO if he is threatened. Then, he'll have to retrieve the item afterwards (move action); by moving to retrieve the dropped item, he provokes a second AoO. Because this requires two free actions, you may not be able to complete this in one turn depending on if your DM has a limit on the number of free actions in a turn.
 

I would at least make the weapon Martial, but probably Exotic to be able to drop it and pull it up again into your hand. I don't see how this tactic is on par with a club or sickle, it just seems like there would have to be training involved in its use.
 

ThirdWizard said:
I would at least make the weapon Martial, but probably Exotic to be able to drop it and pull it up again into your hand.

Exotic? It's a club on a string. There's nothing exotic about it.

I'd make rearming it the equivalent of drawing a weapon - move action.

I do wonder what our cane-using wizard has in his other hand, though - seems to me he could just use the off hand for the casting.

J
 

drnuncheon said:
Exotic? It's a club on a string. There's nothing exotic about it.

I'd make rearming it the equivalent of drawing a weapon - move action.

I do wonder what our cane-using wizard has in his other hand, though - seems to me he could just use the off hand for the casting.

J

Not exotic to use, but to be able to yank up and catch as a free action. That seems like it would take practice to do successfully every time. Alternately, you could make it a Dex check DC 12 or something along those lines. Maybe make it a move-action that doesn't allow an attack of opportunity, which is better than normal, as a simple weapon.
 

The GM and I have spoke of the lanyard idea and he agrees with a few of you on the distraction of the cane on a lanyard. THere will be a concentration DC applied to Somatic spells and a -1 or -2 to some skills depending on use of said skills.

ME to re-grasp the cane after being dropped and their is some consideration to the AoO for that- which is what I would have ruled.

I kinda disagree about the Concentration requirement and the skills minus but its okay to me, its his ruling and I think he's a fair GM so I will go with it without anymore mention.

Hope you all have a good time and see you in the funny papers. :)
 

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