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Summon Monster spells underpowered for elementals?
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<blockquote data-quote="KarinsDad" data-source="post: 286510" data-attributes="member: 2011"><p><strong>Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Full Round Spells and Actions</strong></p><p></p><p></p><p></p><p>Ok, let's talk about casting time for a one round spell.</p><p></p><p>Normal:</p><p>One Round</p><p>Casting timeframe: init in round one to init in round two</p><p></p><p>Slowed:</p><p>Two Rounds</p><p>Casting timeframe: init in round one to init in round three (remember, in round one, you perform a start full round action, in round two, you perform a cast a spell action).</p><p></p><p>The problem with this is that the rules do not necessarily indicate that you are actually beginning your casting in either round one or round two. It can be interpreted either way and hence, someone could interpret that it starts in round one and must end in round two, or that it starts in round two and hence, cannot be disrupted in round one. Common sense, though, should dictate that it really is a two round spell when you are going at half speed, starts in round one, ends just before your init in round three, and can be disrupted at any point in time between there.</p><p></p><p>Hasted:</p><p>"Two Thirds Round"</p><p>Casting timeframe: unknown</p><p></p><p>Haste really only increases the number of full round actions by 50% (typically, see special note below). So, theoretically, you should be able to cast 3 Summon Monster spells in two full rounds.</p><p></p><p>Doing this your way:</p><p></p><p>Round 1:</p><p>Full Round Action: first Summon Monster spell</p><p>Partial Action: start second Summon Monster spell</p><p></p><p>Round 2:</p><p>Partial Action: end second Summon Monster spell</p><p>Full Round Action: start third Summon Monster spell</p><p></p><p>Round 3:</p><p>Zero Action: end third Summon Monster spell</p><p></p><p>This is basically reasonable with the exception that the first Summon Monster spell cannot be disrupted (without a held action) and it becomes a full round spell as opposed to a one round spell. Again, the difference between the two is that one can be disrupted by virtually anyone without a held action (i.e. on their next initiative) and the other cannot.</p><p></p><p>This converting of the spell type from one to another is powerful in that a spell caster can avoid disruption on the Summon Monster spell, even though the spell's casting time is designed to not allow that (otherwise, they would have made it a full round spell as opposed to a one round spell).</p><p></p><p>In the case above, I cast my Summon Monster spells in the following order: Summon Monster VII, VI, V so that the VII one cannot get disrupted. Or, worse yet, I just cast one Summon Monster spell on round one and cast a spell to boost that monster, also on round one.</p><p></p><p>To me, this gives you two choices on adjudication:</p><p></p><p>1) Do it your way and allow a spell caster to min-max Haste with Summon Monster.</p><p></p><p>2) One round spells by design go into the next round, hence, you cannot do a partial action while Hasted after using the full round action to start the one round spell without disrupting that spell. You can use the partial action before, but not after.</p><p></p><p>Special note on this: Although you probably will not believe it, start a full round action does not allow you to do a full round attack (I won't go into the details, but we've discussed this before). So, there is a precedence in the rules for certain full round actions not being able to be done depending on whether you are attempting to do it with full round actions or with partial actions with start a full round action. I realize that this is not the identical situation, but it points out that the mechanics of the round system sometimes prevents certain types of actions, that sound like they should be allowed, from occurring.</p><p></p><p></p><p></p><p>I wasn't aware that I took the sentence out of context. I even left the sentence you quote here as part of my discussion.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 286510, member: 2011"] [b]Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Full Round Spells and Actions[/b] Ok, let's talk about casting time for a one round spell. Normal: One Round Casting timeframe: init in round one to init in round two Slowed: Two Rounds Casting timeframe: init in round one to init in round three (remember, in round one, you perform a start full round action, in round two, you perform a cast a spell action). The problem with this is that the rules do not necessarily indicate that you are actually beginning your casting in either round one or round two. It can be interpreted either way and hence, someone could interpret that it starts in round one and must end in round two, or that it starts in round two and hence, cannot be disrupted in round one. Common sense, though, should dictate that it really is a two round spell when you are going at half speed, starts in round one, ends just before your init in round three, and can be disrupted at any point in time between there. Hasted: "Two Thirds Round" Casting timeframe: unknown Haste really only increases the number of full round actions by 50% (typically, see special note below). So, theoretically, you should be able to cast 3 Summon Monster spells in two full rounds. Doing this your way: Round 1: Full Round Action: first Summon Monster spell Partial Action: start second Summon Monster spell Round 2: Partial Action: end second Summon Monster spell Full Round Action: start third Summon Monster spell Round 3: Zero Action: end third Summon Monster spell This is basically reasonable with the exception that the first Summon Monster spell cannot be disrupted (without a held action) and it becomes a full round spell as opposed to a one round spell. Again, the difference between the two is that one can be disrupted by virtually anyone without a held action (i.e. on their next initiative) and the other cannot. This converting of the spell type from one to another is powerful in that a spell caster can avoid disruption on the Summon Monster spell, even though the spell's casting time is designed to not allow that (otherwise, they would have made it a full round spell as opposed to a one round spell). In the case above, I cast my Summon Monster spells in the following order: Summon Monster VII, VI, V so that the VII one cannot get disrupted. Or, worse yet, I just cast one Summon Monster spell on round one and cast a spell to boost that monster, also on round one. To me, this gives you two choices on adjudication: 1) Do it your way and allow a spell caster to min-max Haste with Summon Monster. 2) One round spells by design go into the next round, hence, you cannot do a partial action while Hasted after using the full round action to start the one round spell without disrupting that spell. You can use the partial action before, but not after. Special note on this: Although you probably will not believe it, start a full round action does not allow you to do a full round attack (I won't go into the details, but we've discussed this before). So, there is a precedence in the rules for certain full round actions not being able to be done depending on whether you are attempting to do it with full round actions or with partial actions with start a full round action. I realize that this is not the identical situation, but it points out that the mechanics of the round system sometimes prevents certain types of actions, that sound like they should be allowed, from occurring. I wasn't aware that I took the sentence out of context. I even left the sentence you quote here as part of my discussion. [/QUOTE]
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