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Summon Monster spells underpowered for elementals?
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<blockquote data-quote="KarinsDad" data-source="post: 284926" data-attributes="member: 2011"><p><strong>Re: Re: Re: Re: Full Round Spells and Actions</strong></p><p></p><p></p><p></p><p>Haste does not alter reality, nor the rules.</p><p></p><p>It merely gives you an extra partial action in the round (in addition to its other benefits). It doesn't change AoO rules, spell casting rules, etc.</p><p></p><p></p><p></p><p>Nope. Otherwise, your full round action of casting the spell would be done in round one and would not overlap into round two. Casting a one round spell is an EXCEPTION to the normal full round action rules.</p><p></p><p></p><p></p><p>Ah, but there is an explicit rule in the book that allows you to bypass that rule.</p><p></p><p>"Unless doing so is a full-round action, in which case a combatant could start a full-round action and then finish it the next round with a cast a spell action. Spells that take longer than 1 full round to cast take twice as long to cast."</p><p></p><p>This states (this is a note on the chart concerning casting a spell as a partial action) that this is an exception to the exception.</p><p></p><p>There is no explicit rule that allows what you want to allow.</p><p></p><p></p><p></p><p>Yes, you can start a full round action with a partial action. And, you can finish a full round action doing that with a partial action from your next round.</p><p></p><p>"The start full-round action partial action lets a combatant start undertaking a miscellaneous full-round action, which the combatant can complete on the following round (even with a partial action). This option is normally used when a combatant has been magically slowed or is suffering some other condition that restricts the combatant from taking full round actions."</p><p></p><p>But, there is no rule that says that you can decrease the 1 FULL round required to cast the spell. Remember, there are three definitions of the word round. Your entire set of actions for the turn. The time between your inits. A number to indicate which round it is.</p><p></p><p></p><p>The reason for this is that the designers wanted summon spells to overlap an entire full round so that every opponent could get a chance to disrupt it. That is why it overlaps in a normal round. They is why it overlaps in a Start a Full Round Action round that goes from one round to the next (e.g. Slowed).</p><p></p><p>There is nothing in the rules to indicate that Haste would be an exception to this.</p><p></p><p></p><p>I've shown you explicit rules that force you to take up an entire round (i.e. init to init) via my interpretation. Please show me explicit rules per your interpretation that allows the full round action rules to override the "actually takes one full round" rules of spell casting a one round spell.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 284926, member: 2011"] [b]Re: Re: Re: Re: Full Round Spells and Actions[/b] Haste does not alter reality, nor the rules. It merely gives you an extra partial action in the round (in addition to its other benefits). It doesn't change AoO rules, spell casting rules, etc. Nope. Otherwise, your full round action of casting the spell would be done in round one and would not overlap into round two. Casting a one round spell is an EXCEPTION to the normal full round action rules. Ah, but there is an explicit rule in the book that allows you to bypass that rule. "Unless doing so is a full-round action, in which case a combatant could start a full-round action and then finish it the next round with a cast a spell action. Spells that take longer than 1 full round to cast take twice as long to cast." This states (this is a note on the chart concerning casting a spell as a partial action) that this is an exception to the exception. There is no explicit rule that allows what you want to allow. Yes, you can start a full round action with a partial action. And, you can finish a full round action doing that with a partial action from your next round. "The start full-round action partial action lets a combatant start undertaking a miscellaneous full-round action, which the combatant can complete on the following round (even with a partial action). This option is normally used when a combatant has been magically slowed or is suffering some other condition that restricts the combatant from taking full round actions." But, there is no rule that says that you can decrease the 1 FULL round required to cast the spell. Remember, there are three definitions of the word round. Your entire set of actions for the turn. The time between your inits. A number to indicate which round it is. The reason for this is that the designers wanted summon spells to overlap an entire full round so that every opponent could get a chance to disrupt it. That is why it overlaps in a normal round. They is why it overlaps in a Start a Full Round Action round that goes from one round to the next (e.g. Slowed). There is nothing in the rules to indicate that Haste would be an exception to this. I've shown you explicit rules that force you to take up an entire round (i.e. init to init) via my interpretation. Please show me explicit rules per your interpretation that allows the full round action rules to override the "actually takes one full round" rules of spell casting a one round spell. [/QUOTE]
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Summon Monster spells underpowered for elementals?
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