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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8300652" data-attributes="member: 7023840"><p>I think you're missing the point of this exercise. I was very clear-</p><p></p><p><strong><em>To be clear- changing the casting time, extending the casting time, would have a massive and deleterious effect on spellcasting within combat. It would make martial characters much more important for combat, and make spellcasting more of a utility and out-of-combat experience, with only limited uses for combat.</em></strong></p><p></p><p>The point of the exercise (just like it is in Lankhmar) is to make spellcasting in combat almost ... unusable. Not completely- there will still be occasions where it is possible (the hidden wizard who has time to cast a fireball at an advancing group, for example), but spellcasting will largely be for the utility and other spells, not for combat.</p><p></p><p>If people are waiting four rounds to cast eldritch blast, then ... well, that's certainly a choice!</p><p></p><p></p><p>(EDIT- if you are unfamiliar with the AD&D rules, you might not know just how much of a nerf Lankhmar was. Let's use two examples:</p><p></p><p>The fastest spells were "Power Word," which is why they were so high level (Power Word Stun was 7th level!). They took one segment, which means they now take one round to cast. And if you are hit during this time, the spell is ruined (no concentration check). You add the one round to the initiative ... in effect, there would be two rounds of attacks against you prior to getting the spell cast.</p><p></p><p>Fireball was also a fast spell- 3 segments. Now, of course, it's three rounds. Which translates into four rounds (see what I did there? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) of attacks, any one of which, if successful, would cause the spell to be ruined. </p><p></p><p>Lankhmar's rules made it nearly impossible to cast during combat for 1e.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8300652, member: 7023840"] I think you're missing the point of this exercise. I was very clear- [B][I]To be clear- changing the casting time, extending the casting time, would have a massive and deleterious effect on spellcasting within combat. It would make martial characters much more important for combat, and make spellcasting more of a utility and out-of-combat experience, with only limited uses for combat.[/I][/B] The point of the exercise (just like it is in Lankhmar) is to make spellcasting in combat almost ... unusable. Not completely- there will still be occasions where it is possible (the hidden wizard who has time to cast a fireball at an advancing group, for example), but spellcasting will largely be for the utility and other spells, not for combat. If people are waiting four rounds to cast eldritch blast, then ... well, that's certainly a choice! (EDIT- if you are unfamiliar with the AD&D rules, you might not know just how much of a nerf Lankhmar was. Let's use two examples: The fastest spells were "Power Word," which is why they were so high level (Power Word Stun was 7th level!). They took one segment, which means they now take one round to cast. And if you are hit during this time, the spell is ruined (no concentration check). You add the one round to the initiative ... in effect, there would be two rounds of attacks against you prior to getting the spell cast. Fireball was also a fast spell- 3 segments. Now, of course, it's three rounds. Which translates into four rounds (see what I did there? ;) ) of attacks, any one of which, if successful, would cause the spell to be ruined. Lankhmar's rules made it nearly impossible to cast during combat for 1e. [/QUOTE]
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