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*Dungeons & Dragons
Using Action Surge to cast spells in 2024
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<blockquote data-quote="James Gasik" data-source="post: 9757235" data-attributes="member: 6877472"><p>It may seem nonsensical, but it's similar to the thing Rogues have been doing to get off-turn Sneak Attacks for over a decade now- and that's something the developers explicitly allow (well, they tried to do something about it, but the fanbase collectively made enough of a fuss about it that they backed down)- figure out how to attack as a reaction to circumvent the limitations on Sneak Attack.</p><p></p><p>If you think a Rogue wouldn't happily use Haste to attack on their turn, then use their action to Ready an attack with an exploitable trigger (or do something similar with Action Surge via multiclass), well, lol. I guess it comes down to the Rogues you play with, but the one's I've seen will bend over backwards to do more damage, like getting in melee with two-weapon fighting on the off chance they miss with their first attack each turn (instead of safely plinking away with ranged Sneak Attacks).</p><p></p><p>-</p><p></p><p>Personally, I think the Action Surge spellcasting wasn't nearly a big deal as it sounds. You're giving up two levels of whatever casting class you belong to (well, outside of EK, but that's not really all that great either), delaying getting better spells (unless you decide to take two Fighter levels at levels 19-20, at which point, the game is basically over anyways). And it's not like you couldn't figure out other ways to get multiple spells off a turn, by abusing Glyph of Warding, Contingency, creative use of Shapechange/True Polymorph to get sweet monster exploits*, etc. etc.. And using multiple Wands/Staves in one turn? Simple with the right Familiar or a Simulacrum buddy or three! </p><p></p><p>There are so many other things to worry about with casters that this seems pretty trivial. That having been said, this likely is just a symptom of their shoddy rules, where they simply expect the DM to rule on anything broken, like Bethesda relying on their modding community to fix their games for them. If/when we get a developer tweet or Sage Advice on this subject, I'm sure they'll say it doesn't work <strong>without</strong> <strong>explaining</strong> precisely why it doesn't work, leaving the question of whether Ready is truly a unique action type or not unanswered. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> Which will just lead to some other rules debate down the road, and around and around we'll go again!</p><p></p><p>*And this leads me to a special bonus round question! When the Molydeus casts a spell with it's Legendary Action, is it taking the Magic Action?</p><p></p><p><em>Legendary Action Uses: 3. Immediately after another creature's turn, The molydeus can expend a use to take one of the following actions. The molydeus regains all expended uses at the start of each of its turns.</em></p><p><em></em></p><p><em>Attack. The molydeus makes one attack, either with its demonic weapon or with its snakebite.</em></p><p><em></em></p><p><em>Move. The molydeus moves without provoking opportunity attacks.</em></p><p><em></em></p><p><em><strong>Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.</strong></em></p></blockquote><p></p>
[QUOTE="James Gasik, post: 9757235, member: 6877472"] It may seem nonsensical, but it's similar to the thing Rogues have been doing to get off-turn Sneak Attacks for over a decade now- and that's something the developers explicitly allow (well, they tried to do something about it, but the fanbase collectively made enough of a fuss about it that they backed down)- figure out how to attack as a reaction to circumvent the limitations on Sneak Attack. If you think a Rogue wouldn't happily use Haste to attack on their turn, then use their action to Ready an attack with an exploitable trigger (or do something similar with Action Surge via multiclass), well, lol. I guess it comes down to the Rogues you play with, but the one's I've seen will bend over backwards to do more damage, like getting in melee with two-weapon fighting on the off chance they miss with their first attack each turn (instead of safely plinking away with ranged Sneak Attacks). - Personally, I think the Action Surge spellcasting wasn't nearly a big deal as it sounds. You're giving up two levels of whatever casting class you belong to (well, outside of EK, but that's not really all that great either), delaying getting better spells (unless you decide to take two Fighter levels at levels 19-20, at which point, the game is basically over anyways). And it's not like you couldn't figure out other ways to get multiple spells off a turn, by abusing Glyph of Warding, Contingency, creative use of Shapechange/True Polymorph to get sweet monster exploits*, etc. etc.. And using multiple Wands/Staves in one turn? Simple with the right Familiar or a Simulacrum buddy or three! There are so many other things to worry about with casters that this seems pretty trivial. That having been said, this likely is just a symptom of their shoddy rules, where they simply expect the DM to rule on anything broken, like Bethesda relying on their modding community to fix their games for them. If/when we get a developer tweet or Sage Advice on this subject, I'm sure they'll say it doesn't work [B]without[/B] [B]explaining[/B] precisely why it doesn't work, leaving the question of whether Ready is truly a unique action type or not unanswered. :confused: Which will just lead to some other rules debate down the road, and around and around we'll go again! *And this leads me to a special bonus round question! When the Molydeus casts a spell with it's Legendary Action, is it taking the Magic Action? [I]Legendary Action Uses: 3. Immediately after another creature's turn, The molydeus can expend a use to take one of the following actions. The molydeus regains all expended uses at the start of each of its turns. Attack. The molydeus makes one attack, either with its demonic weapon or with its snakebite. Move. The molydeus moves without provoking opportunity attacks. [B]Cast a Spell. The molydeus casts one spell from its Innate Spellcasting trait.[/B][/I] [/QUOTE]
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