I'm not sure what you mean but maybe it will become clear to either of us below.EOTB wrote:Again, how is that Q&A conceptually possible under your interpretation?I've looked really carefully and I'm not seeing "add the result of the d6 to xxx" where "xxx" is anything at all. Nor is commencement linked to the score on the die anywhere. Nor is there any explanation of how to handle negative commencements due to high dexterity. Nor any reference to sub-round spells rolling over to the next round and how that interacts with subsequent initiative....etc.
I think the answer to this is that the system in the book only assigns segments when it needs to. In the case of melee Vs melee, there is no need to assign segments.I'm curious how it will be explained as being purposefully vague when it would have been so easy to answer it specifically, if wanting to clarify actions aren't assigned any specific segment.
Spell-like powers have no casting time.If all spell-like powers start at the beginning of the round, and all of them are 1 segment:
This is a fairly meaningless question since spell-like powers have no casting time. Therefore the only question is one of order, not duration or delay. If Orcus rolls a 5 and you roll a 4, then Orcus' spell-like power will happen to you before you can respond.How is it determined that a blow happens in the same segment? Walk me through the mechanics of the DM knowing that the blow happened in the specific segment of the spell-like power.
Spell-likes are superior both because they can't be interrupted (except by death), and because winning initiative is sufficient for them to go before opposing spells (or any other action) no matter how short the latter are.I'll be curious if the interpretation gives low-"casting time" spell-like powers any advantage over normally-cast spells by mere mortals.
High roll COMMENCES first, yes.AxeMental wrote:Negora are you saying this (I will use an example to get the point across):
An MU has become separated from his group, so he's on his own (trying to get back to it).
MU exploring a tunnel runs into a ogre with a battle axe (10 feet away).
1. Surprise is rolled, Neither is surprised.
2. Declare: MU chooses to cast x, ogre will attack with axe.
3. MU roles a 5 the DM/monster a 4. In your interpretation high role goes first, so MU wins.
(you feel this role has nothing to do with the time within the round meaningful hits take place, just "high roll goes first".
If you're using weapon speeds, then p66/67 tells us that the battle axe in this case will strike on segment 3, so it would be a tie. If not using WS, then the fallback position is p65 and the ogre attacks on segment 5, after the fireball.If x had been Magic Missile, it goes off on segment 1 and hits first.
If x had been fire ball it would have gone on segment 3 (and beat the ogre also).
Clearly it's important that the magic user picks a spell before knowing the details of the initiative rolls.
Except for a further discussion about whether weapons speeds are in use, yes.If x had been a 5 segment spell it would have gone off on segment 5 (in this case the ogre would get a chance to hit (because he rolled a 4) the MU before he casts the spell (that started on segment 1 and completed on segment 5). If he missed the spell would go off, if he hit the spell would be lost, and no other action could be taken by the MU).
Yep. The system does not actually care what segment that ogre's attack comes on here - it's simply "early" and we don't have to waste time thinking about segments.Now lets suppose, the MU rolled a 3 and the monster rolled a 5. In this case the monster goes first (high roll goes first) and he hits the MU (since the spell starts on segment 1 he is interrupted even if its a 1 segment spell).
YesIs this how you feel initiative and spell casting works together?
You say "pieced together" I say "invented from scratch". Not unreasonably, I have to add. The rules as written are lacking clarity in the way that the Sahara is lacking in water. As Ska said, the d6-delay system is an attempt to put the parts together in a logical way.To make it clear what SKA (and others) are saying is BtB "you go when the other guy roles" (so you go when the DM roles (the 1d6 indicates the segment within the 10 segments of the round) and the DM goes when you role). This is pieced together (not clearly spelled out in the rules anywhere).
Indeed. This is the sort of thing I was thinking of when I called this system a house of cards - one has to keep piling new rules in to support the old rules, and none of it has any foundation in the books. It all start from Ska's "The fact there are casting times and initiatives [dice, I assume he means] leads one to logically use both" and when that goes wrong instead of searching for another logical explanation, the response is to keep patching up the deficiencies in that one.However, lets say the ogre misses, and the MU wants to not cast the spell (he agreed to cast). What then? Personally, I would allow the PC to change his mind (after all the risk of being prone has passed). I would allow him to do another action (drink a potion of invisibility say, or use his dagger coated with death poison). But I wouldn't allow him to cast another spell (because now he's safe to cast longer and more deadly spells).
EGG confirmed many things, including a statement I made about 1st segment casting, so unfortunately that gets us nowhere.I know many don't agree with this interpretation. But for what its worth, EGG confirmed it. He also stated the only time the MU looses his dex bonus is when he is casting the spell (so if he starts casting on segment 2 and his fireball goes off on segment 5, and the ogre can attack on segment 4, that 18 dex bonus is not in effect (but is in effect on segment 1 and segment 6 (just before casting the spell and after casting the spell).
I direct you to your earlier post up-thread:Ska wrote:Nagora did you even bother to read the quotes I typed up from the DMG? No one is espousing adding a d6 amount of segments to anything. When you roll for initiative you are not adding that roll to anything.
So the 3-segment spell completes on segment 3+initiative(-1). A character with 12" movement will complete a 60' move down a corridor in 5+d6(-1) segments etc. If you prefer we can call this a "d6 delay" system instead but I don't see that as much different.So, if side A wins with a 4 and side B loses with 3 the magic-user member of side A must announce he is going to cast fireball prior to the initiative roll. In this case the magic-user starts casting on segment 3 but will not be able to complete the spell until segment 5. The magic-user could be disrupted on segment 4 when side B counter-attacks
"Clearly spelled out" and "DMG combat" are residents of two different parallel universes and the d6-delay system is like the Historical Jesus - lots of people assume it's there but never manage to point it out.Commencement by initiative rolls is a core mechanic of the game and is clearly spelled out as I (and others) have repeatedly demonstrated by reference and quotes from the original core rule books.
"Plain meaning" Heh.It would also be nice for you to explain how you get around the plain meaning of the cites from the DMG which spell out exactly how initiative is required for actions to commence.
What if the caster is not killed? If the spell is still interrupted is is it still lost from memory? Looks like it's time to make up some more "missing" rules!Ska wrote:Just realized I did not answer your question about what if a magic user was struck on segment 2 when the magi-user can act on segment 4 and how is that bad for a magic-user.
My answer: If the magic-user is struck on segment 2 (prior to starting casting on segment 4) negative consequences would be the damage from the attack could kill or otherwise immobilize the caster preventing him from casting on segment 4. (Damage from attack, poison, etc.)
Let's look at another example. Side A consists of a single fighter advancing down a corridor. Side B is (initially) a magic user with web and an 18DEX fighter with a bow, stationed further from A than the magic user. We'll assume that A started movement last round so we don't have to worry about the complications you've introduced into the system around movement; his movement is continuous and furthermore at the start of this round he's decided to charge the magic user. At that rate it will take him 2 segments to reach the MU. Initiative rolls are 3 and 4 for A and B.
On what segment does the archer attack? On what segment does the (surviving) fighter attack the magic user? Is it 4? 3? 2? Something else? Which bit of text explains this?
In fact the BtB system is very clear: the archer won initiative with a modified score of 7 (which has no special meaning and therefore needs no explanation; it's simply higher than 2) and therefore COMMENCED actions 4 A-H before A COMMENCED steps 5 A-H (in this case, charging). Because he has no fixed time requirement, all the system needs to know or tell us is that A's timed action will CULMINATE in segment 2 but the arrows will strike before that. How much before? Who cares? We only care about the 2-segments because there's another spell in the offing. If it was archer Vs fighter the system literally doesn't bother telling us what segment anything happens on because that's bogging-down the game in detail which makes no difference to the end result.
Anyway. Let's replace the fighter with a second magic user armed with charm person. Same rolls.
Now, as I read it this is where the wheels really fall off your wagon and the relative simplicity of the book system shows. You want the charm to come on segment 3. Yet we know this: the fighter is doing something that takes LONGER than the spell and the spell caster has INITIATIVE, yet the spell caster still manages to be slower! The fighter will arrive on segment 2 (since his movement is continuous), the charm will go off on segment 3, and the web on 4 (or maybe 4 and 5, I'm not 100% sure how you deal with this situation).
As I read it the book system is that MU-B2's charm comes on segment 1, before the fighter reaches MU-B1 on segment 2, tying with the web spell (since "initiative is not checked at the end of charge movement" I don't use the dice to break this tie, but YMMV), so if the fighter makes their save against the charm then MU-B1 has to take one attack but he won't be interrupted in any case since initiative was tied.
Maybe a good way of understanding the book system is to look at ties. In that case we run down 4A-H and 5A-H in lock step. Fleeing comes before asking to parley, which is before turning undead, which is before commencement of movement, which is before striking blows, which is before grappling. But no one thinks this means that fleeing happens on segment 1 and grappling on segment 8. There's just a fracional difference.
When one side has initiative the same thing applies but now the difference is enough to make a noticeable advantage. But it's a slight advantage - it's not more than half a round difference which floods any effect from taking a 1 segment spell Vs a 3 segment spell. 4A-H certainly commence before 5A-H but only in the order of perhaps a second or two - which is life or death in combat - not 6-36 entire seconds. Even in the worse case everyone gets close enough to 60seconds of movement or spell casting, or shouting command words, that the system doesn't care about the difference and calls it 10-segments for everyone, not 5 to 10 segments.
Although I'm not 100% sure of my reading (some details still bother me), I am absolutely sure that there's no way to shoehorn the d6-delay system into the text in the DMG.
Edit: here's a link to a page on my blog which tries to clarify at least a little bit of the DMG's text in respect of why it's laid out the way it is: http://nagorascorner.blogspot.com/2015/ ... guide.html