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*Dungeons & Dragons
Using Action Surge to cast spells in 2024
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<blockquote data-quote="pemerton" data-source="post: 9761383" data-attributes="member: 42582"><p>The point can be stated more fully:</p><p></p><p style="margin-left: 20px">*The additional action from Action Surge is supposed to be fighter-y stuff, not magic action-y stuff.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">*The Eldritch Knight has a special feature which makes some magic action-y stuff fighter-stuff <em>for them</em>, by letting them substitute spell casting for attacking.</p><p></p><p>I don't think that the wording of the Eldritch Knight war magic features sheds light on the proper interpretation of Readying the casting of a spell.</p><p></p><p>I don't think it's right to say that you're not supposed to do Actions when it isn't your turn. Rather, there is a basic principle for establishing when players can make moves - it's turn-based - but there's also a relatively complex set of rules - Readying and Reactions - that permit players to take moves outside of their turn.</p><p></p><p>And it's fairly clear why the rules are structured like this: the turn-based approach permits the imposition of a reasonably clear action economy framework; but the permission for off-turn actions is necessary to reduce the impression of a metronomic, stop-motion world. The reason the off-turn rules are <em>complex</em> is because of the obvious tension between the two considerations stated in my previous sentence!</p></blockquote><p></p>
[QUOTE="pemerton, post: 9761383, member: 42582"] The point can be stated more fully: [indent]*The additional action from Action Surge is supposed to be fighter-y stuff, not magic action-y stuff. *The Eldritch Knight has a special feature which makes some magic action-y stuff fighter-stuff [i]for them[/i], by letting them substitute spell casting for attacking.[/indent] I don't think that the wording of the Eldritch Knight war magic features sheds light on the proper interpretation of Readying the casting of a spell. I don't think it's right to say that you're not supposed to do Actions when it isn't your turn. Rather, there is a basic principle for establishing when players can make moves - it's turn-based - but there's also a relatively complex set of rules - Readying and Reactions - that permit players to take moves outside of their turn. And it's fairly clear why the rules are structured like this: the turn-based approach permits the imposition of a reasonably clear action economy framework; but the permission for off-turn actions is necessary to reduce the impression of a metronomic, stop-motion world. The reason the off-turn rules are [I]complex[/I] is because of the obvious tension between the two considerations stated in my previous sentence! [/QUOTE]
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