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.
Move + Cast?
Re: Move + Cast?
You can not normally run and attack and hence can not run and cast. If you retreat you often recieve a parting shot which disrupts the spell. Having said that one half rate or requiring a hit is reasonable too imo.
Re: Move + Cast?
A little off-topic but I've always hand-waved material components.. That's just too much micromanagement for me.
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Re: Move + Cast?
How I do the Move + Cast and even the Move + Attack for that matter, is to allow 1/2 their normal movement and still be able to cast or attack. However, I also use the 'charge' where full movement can be made + attack. This doubles a normal hit (triples a natural 20 roll) - but leaves the charger, should he miss, with a loss of a next attack and without a Dex Mod to AC.
Re: Move + Cast?
That is very smart, I like it.DiceClown wrote:... and without a Dex Mod to AC.
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Re: Move + Cast?
Yeah, that's something ACKS definitely does right, I just think it'd be an interesting conceit for some world or other.Sorin_777 wrote: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!
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Re: Move + Cast?
I've done it different ways in different games, but normally anymore I allow a normal move before casting just as I allow a normal move before an attack.chiisu81 wrote:I've always played it that casting a spell takes total concentration; eyes closed, hands moving, lips moving as the words are spoken. They are in their own world. If someone or something attacks them and misses, they'll have never known; but if hit, that's when that total concentration breaks.
The magic rules in use in BFRPG mimic the magic of Roger Zelazny's second Amber series, or my own Adventures of Solo Jones stories. Spells are prepared ahead of time, leaving out only a few words to call forth the spell and direct and control it. Even spells requiring concentration allow the caster to move while concentrating... he or she just can't do much else.
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