Re: Move + Cast?
Posted: Wed Jan 29, 2014 2:27 pm
See that is where I see the "oh cool" of adding materials get watered down... I saw a list of magic items and approximate cost in GP for example, which is kind of what you are saying. Alchemy on one hand, market exchange on the other... If a magic user had hoards of gold in their bag of holding, then the adding of magic ingredients becomes a formality easily glossed over.
Not to change topics too much, I see the same kind of idea in "magic research" in the long game, in BECMI/RC D&D. A name level magic user with a tower can create magic items or new spells given a combination of time and GP expended for "rare" ingredients. Cool idea, but again hoard of gold and mere minutes of real time and boom, I just spent "two weeks in intense research" to create some new item.
Which is why I was asking about ACKS end game stuff in another thread! I read somewhere that a wizard could construct and stock a dungeon for the purpose of having rare items on hand, "blood of a troll" and all that. It kind of gives the game a "full circle" kind of a feel, as a lower level adventurer may be sent in to retrieve such items. Also explains why there even exists a random dungeon with a menagerie of monsters living in it!
I digress... I suppose I support move and cast with limitations, half rate maybe? There definitely has to be at least some concentration, take a look at the spiritual hammer spell I referenced in particular. Requires concentration the entire time the spiritual hammer exists, which can be multiple combat rounds. I see no reason why you can't be moving a little bit, but certainly not running or active combat evasion, that would seem to break concentration.
Not to change topics too much, I see the same kind of idea in "magic research" in the long game, in BECMI/RC D&D. A name level magic user with a tower can create magic items or new spells given a combination of time and GP expended for "rare" ingredients. Cool idea, but again hoard of gold and mere minutes of real time and boom, I just spent "two weeks in intense research" to create some new item.
Which is why I was asking about ACKS end game stuff in another thread! I read somewhere that a wizard could construct and stock a dungeon for the purpose of having rare items on hand, "blood of a troll" and all that. It kind of gives the game a "full circle" kind of a feel, as a lower level adventurer may be sent in to retrieve such items. Also explains why there even exists a random dungeon with a menagerie of monsters living in it!
I digress... I suppose I support move and cast with limitations, half rate maybe? There definitely has to be at least some concentration, take a look at the spiritual hammer spell I referenced in particular. Requires concentration the entire time the spiritual hammer exists, which can be multiple combat rounds. I see no reason why you can't be moving a little bit, but certainly not running or active combat evasion, that would seem to break concentration.