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What is your way for doing Initiative?
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7554950"><p>Ok, I just refuted your issue with Command because it was the example you used. The 1 round duration is arguable since with cyclical rounds, 1 round means until you go again on the repeated initiative number, but in non-cyclical rounds you have to decide does 1 round mean the round the spell is cast, or the next round? I rule it as the next round. In essence, casters gain the benefit of the spell lasting until the end of the current round, and whenever its effects ends on the next round. In some cases, this is the caster's next turn. In the case of Command, it is the next action of the target.</p><p></p><p></p><p></p><p>No problem, I thought you were more making a general statement. I never claimed losing part of a spell's possible effects as the same as getting all of them (that is illogical). I stated that there are cases when a caster can have increased duration of benefits in some cases and obviously decreased in others. Your rebuke about the monster having to not be killed, to "average out" as I put it, is only under certain cases. Consider a spell like Shield: the caster can benefit only on the turn it is cast if he goes first next turn or gains it for the next turn as well if the attacker goes first since his next turn has not yet begun. In the cyclical system, he only gains it for the turn on which it is cast (possibly against other foes that are going before him next turn, if you are rolling more than one initiative for opponents...).</p><p></p><p>As I said, in practice, which I have always played this way, there has <em>never, ever</em> been an issue with it. Just like I can come up with abusive and scenarios with cyclical systems, there will always be benefits and drawbacks to non-cyclical. For me and my players, the benefits of unpredictability in the upcoming round adds excitement to the game and is worth the non-existent cost you believe is there.</p><p></p><p></p><p></p><p>Well, it doesn't invalidate them, but as I have discussed the points are not as great a concern as you imagine. Nearly all of the time, if there is any doubt, I rule in the spell benefiting the caster once they succeed in casting it.</p><p></p><p>5E also lacks such things as variable casting time. Most spells are simply 1 action. There is no way to disrupt a spell short of Counterspell if it has a casting time of 1 action. Even if a player Readies their attack in anticipation of an enemy caster casting a spell, he can't stop it since the Readied action is completed <em>after</em> the triggering event of spell casting.</p><p></p><p>What it sums to is this: unless we debated the possible merits and flaws for every single spell, the point is moot. You believe there are possible high costs associated with playing this way and I have tried to explain to you there really aren't. If you don't believe me, no problem. I understand your concerns and I am happy to discuss them with you, but in actual play I haven't seen them.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7554950"] Ok, I just refuted your issue with Command because it was the example you used. The 1 round duration is arguable since with cyclical rounds, 1 round means until you go again on the repeated initiative number, but in non-cyclical rounds you have to decide does 1 round mean the round the spell is cast, or the next round? I rule it as the next round. In essence, casters gain the benefit of the spell lasting until the end of the current round, and whenever its effects ends on the next round. In some cases, this is the caster's next turn. In the case of Command, it is the next action of the target. No problem, I thought you were more making a general statement. I never claimed losing part of a spell's possible effects as the same as getting all of them (that is illogical). I stated that there are cases when a caster can have increased duration of benefits in some cases and obviously decreased in others. Your rebuke about the monster having to not be killed, to "average out" as I put it, is only under certain cases. Consider a spell like Shield: the caster can benefit only on the turn it is cast if he goes first next turn or gains it for the next turn as well if the attacker goes first since his next turn has not yet begun. In the cyclical system, he only gains it for the turn on which it is cast (possibly against other foes that are going before him next turn, if you are rolling more than one initiative for opponents...). As I said, in practice, which I have always played this way, there has [I]never, ever[/I] been an issue with it. Just like I can come up with abusive and scenarios with cyclical systems, there will always be benefits and drawbacks to non-cyclical. For me and my players, the benefits of unpredictability in the upcoming round adds excitement to the game and is worth the non-existent cost you believe is there. Well, it doesn't invalidate them, but as I have discussed the points are not as great a concern as you imagine. Nearly all of the time, if there is any doubt, I rule in the spell benefiting the caster once they succeed in casting it. 5E also lacks such things as variable casting time. Most spells are simply 1 action. There is no way to disrupt a spell short of Counterspell if it has a casting time of 1 action. Even if a player Readies their attack in anticipation of an enemy caster casting a spell, he can't stop it since the Readied action is completed [I]after[/I] the triggering event of spell casting. What it sums to is this: unless we debated the possible merits and flaws for every single spell, the point is moot. You believe there are possible high costs associated with playing this way and I have tried to explain to you there really aren't. If you don't believe me, no problem. I understand your concerns and I am happy to discuss them with you, but in actual play I haven't seen them. [/QUOTE]
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