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Post by GRWelsh on Sept 7, 2023 13:01:56 GMT -5
I asked about this in another thread but you guys may have missed it. What are the rules for casting spells to cure wounds while in combat? If the rules are unclear, how do you handle it? My take on it has always been that it either can't be done, or is very difficult to do. We could look at cause light wounds for guidance in this, and that may be a precedent. Let's say a fighter is in the front rank and is in melee against a troll. In the second rank behind the fighter is a cleric who wants to cast cure light wounds on the fighter. Would the cleric have to roll to hit the fighter with his open hand from behind, or else the spell is spoiled?
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Post by Scott on Sept 7, 2023 17:06:23 GMT -5
I think a to hit roll is pretty common, and it works without getting too noodly with the mechanics. Since the target won't be actively dodging and blocking, you could maybe give a bonus.
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Post by geneweigel on Sept 13, 2023 11:17:46 GMT -5
Well known "el cheapo" DM Len Lakofka remarked on combat healing slightly in LEOMUND'S TINY HUT "Snagging Out Some Snags In The AD&D Spell Structure" in DRAGON # 33 (JAN 1980):
From SAGE ADVICE in DRAGON #48 (APR 1981) mentions immediate curing to one's self (Assuming in combat. Where else?):
From WG4 THE FORGOTTEN TEMPLE OF THARIZDUN (1982) has actual curing in action:
From my personal gameplay, curing (or causing) an enemy needs a hit for sure. Unless it was real chaos then I just let the cures come.
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Post by geneweigel on Sept 13, 2023 11:25:45 GMT -5
I forgot one from the PLAYERS HANDBOOK (1978):
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Post by GRWelsh on Sept 14, 2023 13:30:21 GMT -5
There are some other passages in the rules that describe how if a character is casting a spell, particularly with material and somatic components, he can't do anything else other than cast the spell. If the casting time has a fairly long duration, such as a few segments or longer, the implication is that for part of (or even all of) the round the character cannot defend himself, dodge attacks, take cover, back away from an opponent, etc. So, the spell caster wouldn't have a dexerity bonus, shield bonus, and may even be subject to opponents getting a bonus to hit him since he's prone/unmoving (i.e. just standing there waving his arms around holding spell components while uttering magical words). Also, there are passages describing how when someone is in melee they aren't simply making one attack and defending against one attack -- they are making feints, dodging, ducking and moving around a lot. So, this is what I had in mind when I was bringing up this topic. It shouldn't be easy to touch someone in melee when they are trying to avoid being touched. It also shouldn't be easy to cast a spell while in melee or close proximity to a melee or even when under threat of missile fire.
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Post by Scott on Sept 14, 2023 20:36:25 GMT -5
In most cases it should not be possible. The fight in the tomb in Moria in Fellowship of the Ring is a good example of what a D&D melee would be like. Good luck casting a cure spell on Aragorn in the middle of that mess.
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Post by GRWelsh on Sept 15, 2023 8:04:50 GMT -5
This brings up something else which is when a spell goes off in the round relative to other actions such as melee and missile fire. By the book rules, how is this supposed to work? Let's say a spell takes 5 segments to cast. Does all melee and missile fire get resolved first, regardless of who wins initiative, and then spells go off according to casting time? Does winning or losing initiative affect casting times at all?
For the most part I've been resolving things very simply with group initiative, and all actions on one side including spells going off, and then all actions on the other side going off. That's probably fine for spells that take 1 segment to cast. But that doesn't seem correct when you get into longer casting times.
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Post by geneweigel on Sept 15, 2023 8:45:26 GMT -5
Here is some stuff to chew on:
Gary on scrolls in combat:
Gary on touch:
Gary on friendly casting:
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Post by Scott on Sept 15, 2023 11:07:10 GMT -5
This brings up something else which is when a spell goes off in the round relative to other actions such as melee and missile fire. By the book rules, how is this supposed to work? Let's say a spell takes 5 segments to cast. Does all melee and missile fire get resolved first, regardless of who wins initiative, and then spells go off according to casting time? Does winning or losing initiative affect casting times at all? For the most part I've been resolving things very simply with group initiative, and all actions on one side including spells going off, and then all actions on the other side going off. That's probably fine for spells that take 1 segment to cast. But that doesn't seem correct when you get into longer casting times. That’s something you will have to make a call on and then stick with it. There are multiple conflicting procedures detailed in the DMG. I use low initiative wins and spells are your initiative result plus casting time.
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Post by GRWelsh on Sept 15, 2023 12:21:50 GMT -5
Thanks Scott. So, the way you do it, is the number rolled on the d6 the segment of the round that side acts on? For example if the party has a magic-user trying to cast magic-missile and wins initiative with a 1, the magic-user goes on a 2. And if the enemies rolled a 2 for initiative, what would happen? Is the magic-user's spell going off at the same time as the enemies' melee and missile attacks?
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Post by GRWelsh on Sept 15, 2023 12:27:47 GMT -5
Thanks Gene. I'm glad EGG had a similar ruling about potions that I've been using. I've often wondered how anyone could possibly drink something while in melee, but also it depends on quantity of fluid and size/accessibility of the container. If you have to drink the equivalent of a bottle of Gatorade, there's no way you could drink that while fighting someone. If it's only a shot of whiskey equivalent you could try but I'd think you'd still be distracted from the fight, at least to some extent. In my campaign, I let my player characters attempt to drink potions while in combat, but I told them if they lost initiative and they were hit the potion could be smashed or knocked out of their hand before they could drink it and they'd lose their action for the round. It turns out my ruling was more lax than EGG's would have been... But my players did specify they had the potions out and ready in that situation, so I allowed the attempt.
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Post by Scott on Sept 15, 2023 13:23:33 GMT -5
Thanks Scott. So, the way you do it, is the number rolled on the d6 the segment of the round that side acts on? For example if the party has a magic-user trying to cast magic-missile and wins initiative with a 1, the magic-user goes on a 2. And if the enemies rolled a 2 for initiative, what would happen? Is the magic-user's spell going off at the same time as the enemies' melee and missile attacks? I would treat the actions as simultaneous. The attacker would get his attack and whatever the spell effect is would happen at the same time.
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Post by Scott on Sept 15, 2023 13:37:54 GMT -5
I don't usually pin it down to the segment matches the die roll for attacks. Just 'if the initiative result is lower than the opponents initiative + casting time, the attack comes first.
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Post by grodog on Sept 16, 2023 17:27:38 GMT -5
There are some other passages in the rules that describe how if a character is casting a spell, particularly with material and somatic components, he can't do anything else other than cast the spell. If the casting time has a fairly long duration, such as a few segments or longer, the implication is that for part of (or even all of) the round the character cannot defend himself, dodge attacks, take cover, back away from an opponent, etc. So, the spell caster wouldn't have a dexerity bonus, shield bonus, and may even be subject to opponents getting a bonus to hit him since he's prone/unmoving (i.e. just standing there waving his arms around holding spell components while uttering magical words). Yes, this is called out explicitly in the DMG: - no DEX bonus to AC (page 65, point 4) - based on p. 65's text, you could argue that the +4 motionless bonus on page 70 applies to casters in melee, but seems pretty harsh on top of losing a DEX bonus already.... Allan.
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Post by maximus on Sept 19, 2023 9:06:54 GMT -5
I've never used to hit rolls, just assuming the person needing the healing was a willing recipient. Maybe I'm doing it wrong? Oh well...
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Post by GRWelsh on Sept 19, 2023 20:05:08 GMT -5
I’m only talking about healing in combat when people are moving around, ducking, trying to avoid being hit, etc. I was thinking casting spells to cure wounds on allies or oneself could be difficult or uncertain in the heat of the moment.
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