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*Dungeons & Dragons
Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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<blockquote data-quote="Rabulias" data-source="post: 8301888" data-attributes="member: 16651"><p>The problem I see with this is that in an AD&D Lankhmar game, casters still got to use a combat spell once per round, matching the original action economy. Most spells intended for use in combat would have a casting time measured in segments, and thus would be a 1 round casting time with the Lankhmar rules. Your adaptation for 5e severely alters casters so their spells can only meaningfully contribute once every <em>four </em>rounds, but the spell's results are not more powerful in return.</p><p></p><p>AD&D had more save or die/suck spells so potential targets were motivated to interrupt a caster as much as they could. 5e spells are a little more forgiving; even if you fail a save, the effect won't be as bad, or you may have a chance to save again next round. Combatants have to decide how to best use their actions -- is it worth an Opportunity Attack to get to a caster and force a concentration check or is it better to take down melee opponents, who are striking every round?</p><p></p><p>If you want to introduce a chance for spellcasting to be interrupted, maybe change all casting times of "1 action" to "1 full round" instead?</p></blockquote><p></p>
[QUOTE="Rabulias, post: 8301888, member: 16651"] The problem I see with this is that in an AD&D Lankhmar game, casters still got to use a combat spell once per round, matching the original action economy. Most spells intended for use in combat would have a casting time measured in segments, and thus would be a 1 round casting time with the Lankhmar rules. Your adaptation for 5e severely alters casters so their spells can only meaningfully contribute once every [I]four [/I]rounds, but the spell's results are not more powerful in return. AD&D had more save or die/suck spells so potential targets were motivated to interrupt a caster as much as they could. 5e spells are a little more forgiving; even if you fail a save, the effect won't be as bad, or you may have a chance to save again next round. Combatants have to decide how to best use their actions -- is it worth an Opportunity Attack to get to a caster and force a concentration check or is it better to take down melee opponents, who are striking every round? If you want to introduce a chance for spellcasting to be interrupted, maybe change all casting times of "1 action" to "1 full round" instead? [/QUOTE]
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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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