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<blockquote data-quote="frankthedm" data-source="post: 5681247" data-attributes="member: 1164"><p>The character suffers the CDG as soon as the attacker declares the action and suffers any applicable AoOs. A Full Round Action is NOT the same as an action that take "1 round" to perform. <a href="http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions" target="_blank">Full round actions </a>happen in the normal initiative cycle, they just use up your full turn</p><p></p><p>Actions that take 1 round to perform as the OP decribed are usually spells, such as Enlarge Person, Summon monster and mount.</p><p></p><p><em> A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.</em></p><p><em></em></p><p><em><span style="font-size: 9px">A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.</span></em></p><p><em></em></p><p><em>When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell. </em></p><p></p><p>Provided the DM intentionally house ruled CDG to have a "casting time" of 1 round, then if the CDG target stops being helpless, the CDG would just fail and be a wasted action. I use that houserule for my own games, so this situation would have a chance of happening.</p><p></p><p>If the DM just did not know CGD happens then and there, just apply the two CDGs to the soon to be dead PC and then carry on.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 5681247, member: 1164"] The character suffers the CDG as soon as the attacker declares the action and suffers any applicable AoOs. A Full Round Action is NOT the same as an action that take "1 round" to perform. [URL="http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullRoundActions"]Full round actions [/URL]happen in the normal initiative cycle, they just use up your full turn Actions that take 1 round to perform as the OP decribed are usually spells, such as Enlarge Person, Summon monster and mount. [I] A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. [SIZE="1"]A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.[/SIZE] When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell. [/I] Provided the DM intentionally house ruled CDG to have a "casting time" of 1 round, then if the CDG target stops being helpless, the CDG would just fail and be a wasted action. I use that houserule for my own games, so this situation would have a chance of happening. If the DM just did not know CGD happens then and there, just apply the two CDGs to the soon to be dead PC and then carry on. [/QUOTE]
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