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General Tabletop Discussion
*Dungeons & Dragons
Spell interruption rules in AD&D (and evasion/pursuit rules)
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<blockquote data-quote="JRRNeiklot" data-source="post: 6316041" data-attributes="member: 717"><p>I use a mostly by the book initiative system.</p><p></p><p>Declare actions </p><p>Roll initiative.</p><p>Winning side goes in order: Movement, Missile/Spell,Melee</p><p>Losing side goes in order: Movement, Missile/Spell, Melee</p><p>Opposed actions add casting time and weapon speed to the initiative roll.</p><p>Spellcasting starts on the segment shown on the die, if you're hit before then, you do not lose the spell. If you're hit during the actual casting time of the spell, you lose it. I.E., Gandalf rolls a 4 for initiative, he has to get hit between segments 5 and 7 to interrupt the spell. Also, if Gandalf had been casting a spell with a casting time of 6 or greater, it won't go off until the next round, a fact people seldom mention when discussing 1e casters as overpowered.</p></blockquote><p></p>
[QUOTE="JRRNeiklot, post: 6316041, member: 717"] I use a mostly by the book initiative system. Declare actions Roll initiative. Winning side goes in order: Movement, Missile/Spell,Melee Losing side goes in order: Movement, Missile/Spell, Melee Opposed actions add casting time and weapon speed to the initiative roll. Spellcasting starts on the segment shown on the die, if you're hit before then, you do not lose the spell. If you're hit during the actual casting time of the spell, you lose it. I.E., Gandalf rolls a 4 for initiative, he has to get hit between segments 5 and 7 to interrupt the spell. Also, if Gandalf had been casting a spell with a casting time of 6 or greater, it won't go off until the next round, a fact people seldom mention when discussing 1e casters as overpowered. [/QUOTE]
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Spell interruption rules in AD&D (and evasion/pursuit rules)
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