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<blockquote data-quote="Maxperson" data-source="post: 9766228" data-attributes="member: 23751"><p>Now that I'm home and looking at the rule, you can flee in almost any direction you want, the enemy(s) just get attacks on you. It just says you turn your back on the enemy and run, so it would have t be away from the big guy somehow. Otherwise your back isn't turned when you start moving away.</p><p></p><p>Withdrawal also says away.</p><p></p><p>So while it would be a poor choice, by the rules the above route would work. I'd go diagonally down and left, though, heading away from both.</p><p></p><p>That's not what the rules say, though. If you retreat, it MUST be away from the guy in your are fighting, where if I move to the wizard, I can go forward past the guy I'm fighting. </p><p></p><p>As a DM I'd probably house rule in an attack against you as you leave to go to the wizard, but that's not the written rule.</p><p></p><p>The claim that I am arguing against was specifically about 2e. I played 2e for a lot longer than I played 1e, so I remember it quite well and spell disruption happened a lot if you played by the rules. As a magic user, you had to carefully consider which spell level you were going to cast based on where you were in the combat, what weapons the enemy had to use against you, and if there were spellcasters who could also hit you early at range. It took a lot more skill to be a spellcaster in 2e than in 3e-5e.</p><p></p><p>1e spellcasting worked the same way. Here is the rule.</p><p></p><p>"Spell-casters will always insist that they are able to use their powers during combat melee. The DM must adjudicate the success of such use. Consider this: The somatic (movement) portions of a spell must be begun and completed without interruption in a clean, smooth motion. The spell as a whole must be continuous and uninterrupted from beginning to end. Once interrupted, for any reason whatsoever, the spell is spoiled and lost (lust as if used). Spells cannot be cast while violently moving - such as running,</p><p>dodging a blow, or even walking normally. They are interrupted by a successful hit - be it blow, missile, or appropriate spell (not saved against or saveable against)."</p><p></p><p>And...</p><p></p><p>"It can thus be understood that spell casting during a melee can be a tricky business, for a mere shove at any time can spoil the dweomer! Any spell can be attempted, but success is likely to be uncertain. Use the following procedure for spells cast during melee:</p><p></p><p>1. Spell casters must note what spell they intend to cast at the beginning of each round prior to any knowledge of which side has initiative.</p><p></p><p>2. Attacks directed at spell casters will come on that segment of the round shown on the opponent's or on their own side's initiative die, whichever is applicable. (If the spell caster's side won the initiative with a roll of 5, the attack must come then, not on the opponent's losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round.</p><p></p><p>3. Intelligent monsters able to recognize the danger of spells will direct attacks against spell casters if not engaged by other opponents so as to be prevented from so doing.</p><p></p><p>4. The spell caster cannot use his or her dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell.</p><p></p><p>5. Any successful attack, or non-saved-against attack upon the spell caster interrupts the spell."</p><p></p><p>So spellcasting began at the beginning of the round if the spellcaster failed a save or was hit for damage the spell fizzled. The caster couldn't even move or use his dex to avoid being hit, so his AC is worse in any round he casts a spell.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9766228, member: 23751"] Now that I'm home and looking at the rule, you can flee in almost any direction you want, the enemy(s) just get attacks on you. It just says you turn your back on the enemy and run, so it would have t be away from the big guy somehow. Otherwise your back isn't turned when you start moving away. Withdrawal also says away. So while it would be a poor choice, by the rules the above route would work. I'd go diagonally down and left, though, heading away from both. That's not what the rules say, though. If you retreat, it MUST be away from the guy in your are fighting, where if I move to the wizard, I can go forward past the guy I'm fighting. As a DM I'd probably house rule in an attack against you as you leave to go to the wizard, but that's not the written rule. The claim that I am arguing against was specifically about 2e. I played 2e for a lot longer than I played 1e, so I remember it quite well and spell disruption happened a lot if you played by the rules. As a magic user, you had to carefully consider which spell level you were going to cast based on where you were in the combat, what weapons the enemy had to use against you, and if there were spellcasters who could also hit you early at range. It took a lot more skill to be a spellcaster in 2e than in 3e-5e. 1e spellcasting worked the same way. Here is the rule. "Spell-casters will always insist that they are able to use their powers during combat melee. The DM must adjudicate the success of such use. Consider this: The somatic (movement) portions of a spell must be begun and completed without interruption in a clean, smooth motion. The spell as a whole must be continuous and uninterrupted from beginning to end. Once interrupted, for any reason whatsoever, the spell is spoiled and lost (lust as if used). Spells cannot be cast while violently moving - such as running, dodging a blow, or even walking normally. They are interrupted by a successful hit - be it blow, missile, or appropriate spell (not saved against or saveable against)." And... "It can thus be understood that spell casting during a melee can be a tricky business, for a mere shove at any time can spoil the dweomer! Any spell can be attempted, but success is likely to be uncertain. Use the following procedure for spells cast during melee: 1. Spell casters must note what spell they intend to cast at the beginning of each round prior to any knowledge of which side has initiative. 2. Attacks directed at spell casters will come on that segment of the round shown on the opponent's or on their own side's initiative die, whichever is applicable. (If the spell caster's side won the initiative with a roll of 5, the attack must come then, not on the opponent's losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round. 3. Intelligent monsters able to recognize the danger of spells will direct attacks against spell casters if not engaged by other opponents so as to be prevented from so doing. 4. The spell caster cannot use his or her dexterity bonus to avoid being hit during spell casting; doing so interrupts the spell. 5. Any successful attack, or non-saved-against attack upon the spell caster interrupts the spell." So spellcasting began at the beginning of the round if the spellcaster failed a save or was hit for damage the spell fizzled. The caster couldn't even move or use his dex to avoid being hit, so his AC is worse in any round he casts a spell. [/QUOTE]
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