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Summon Monster spells underpowered for elementals?
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<blockquote data-quote="Bonedagger" data-source="post: 286874" data-attributes="member: 2564"><p><strong>Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Full Round Spells and Actions</strong></p><p></p><p>Ok. My turn. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>A round = 6 sec (Time it takes to cast a fullround spell. This is important. Even when you cast a full-round spell you are able to act normally in your next turn. 6 sec. later)</p><p></p><p>A standard action take at least as long time as a move-equalent action since you don't have time to make two standard actions in a round. (let us say 3 sec. E.g. The time it takes to physically aid another)</p><p></p><p>You are allowed to take two standard actions in a round when you are hasted.</p><p></p><p>("As a general rule, you can do as much with a partial action as you could with a standard action minus a move." PHB. p 127)</p><p></p><p>2 Standard actions = 6 sec. (Or more)</p><p></p><p>[Edit: And even then I say that you are only allowed to make a 5 foot move if you cast a full-round spell this way.]</p><p></p><p></p><p></p><p>That is the problem with a turnbased game. In real life everything fluidly happens at the same time. In a turnbased game you have to place a limit to when a round ends. The tricky part is that everybody has to wait until it becomes their turn. In theory if your action takes only 5,9 sec. nobody normally has time to react (Exceptions being AoO and a ready action), but if your action takes 6,1 sec. everybody has time to react.</p><p></p><p></p><p></p><p>It's not a question of belief for me. You cannot devide a full attack action over two rounds because a full-attack is not a miscellaneous action. Neither is spellcasting by the way (Except a quickened spell). </p><p></p><p></p><p></p><p>You take the first sentence and claim that is a explicit rule and then ignore the following sentence that causes a contrast even if that sentence is just as justified being called a "rule".</p></blockquote><p></p>
[QUOTE="Bonedagger, post: 286874, member: 2564"] [b]Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Full Round Spells and Actions[/b] Ok. My turn. :D A round = 6 sec (Time it takes to cast a fullround spell. This is important. Even when you cast a full-round spell you are able to act normally in your next turn. 6 sec. later) A standard action take at least as long time as a move-equalent action since you don't have time to make two standard actions in a round. (let us say 3 sec. E.g. The time it takes to physically aid another) You are allowed to take two standard actions in a round when you are hasted. ("As a general rule, you can do as much with a partial action as you could with a standard action minus a move." PHB. p 127) 2 Standard actions = 6 sec. (Or more) [Edit: And even then I say that you are only allowed to make a 5 foot move if you cast a full-round spell this way.] That is the problem with a turnbased game. In real life everything fluidly happens at the same time. In a turnbased game you have to place a limit to when a round ends. The tricky part is that everybody has to wait until it becomes their turn. In theory if your action takes only 5,9 sec. nobody normally has time to react (Exceptions being AoO and a ready action), but if your action takes 6,1 sec. everybody has time to react. It's not a question of belief for me. You cannot devide a full attack action over two rounds because a full-attack is not a miscellaneous action. Neither is spellcasting by the way (Except a quickened spell). You take the first sentence and claim that is a explicit rule and then ignore the following sentence that causes a contrast even if that sentence is just as justified being called a "rule". [/QUOTE]
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Summon Monster spells underpowered for elementals?
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