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/tg/ - Traditional Games

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File: 2862ceec933a629⋯.jpg (65.6 KB,1920x1080,16:9,todd.jpg)

 No.421836

Why do most combat spells take only one standard action to cast? Why don't they need to be drawn and held like weapons first?

For example, if you want a cast a flame bolt spell, you would take an action to draw a magical flame into your hand, then another action to attack with it, or a full-round action to do both. By using a higher-tier spell slot, you would have more "ammo" per spell. It makes logical sense, it's not complicated, and it might slow down caster supremacy a little bit.

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 No.421841

>>421836

>Taking a full round action to cast

I agreee, that's how it should be done in any DnD-like system. Limiting the number of spells per day would also help. You don't need to go all the way back to 1 spell/day of first edition but just find a middleground.

Though it's also a problem that most DMs make it way too easy for players to rest in an hostile enviroment.

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 No.421842

Because most people can't fucking stand the thought of not playing the combat minigame for 5 minutes, so they always need something to do to get their dopamine hit. Most players are babies.

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 No.421847

How about when you cast a spell, it fires after X amounts of turns? X being the level of the spell.

That way when you target the ground with a fireball, the creatures can have time to gtfo, unless if they’re in a bad spot.

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 No.421863

>>421847

Yeah, let me just keep track of where your Fireball is going to land 3 rounds from now.

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 No.421876

>>421863

Not rounds; turns. Assuming you aren’t doing side split initiatives.

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 No.421911

>>421842

If you're playing a good system, combat should never take longer than 2 minutes per round.

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 No.421919

>>421911

Which is exactly what D&D is like if your players aren't blithering idiot.

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 No.421964

>>421847

Ok good luck waiting 5 rounds to cast a high level spell just saying "i'm still casting it"

A better method would be

>turn 0 start casting spell

>turn 1 cast the spell, start casting spell 2

>turn 2 cast spell 2, start casting spell 3

etc.

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 No.421972

File: c37f3d4dc5cd6c3⋯.jpg (26.37 KB,473x338,473:338,set sail.jpg)

>>421876

How about splitting each round up into a few?

>projectiles

>charge spells

>move

>melee

>spells go off

Just go around the table for each one in initiative order until combat ends!

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 No.422034

>>421836

>Why do most combat spells take only one standard action to cast? Why don't they need to be drawn and held like weapons first?

Because WoW edition is... simplified.

AD&D2 got lots of combat spells that work in ways very different from "fireball of a different shape and color".

Also, many spells create either semi-autonomous attack constructs that can be commanded or temporary weapons that need to be wielded or thrown.

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 No.423689

File: 092f51370e81bc9⋯.jpg (144.19 KB,850x1100,17:22,20190714.jpg)

Bloodsword had a system where spells casting time was random; basically you had to roll psychic ability to cast a spell. Failing your roll meant you spent the round doing nothing...

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 No.423691

>>422034

>implying that's not the case in 3E

Spiritual Weapon and Flame Blade are still things.

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 No.423953

>>421841

It was only 1 spell per day if you were level 1.

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 No.423962

>>423953

Yeah, but that single spell might be the primitive tactical nuke sleep, which more than makes up for it.

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