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
>>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
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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