AxeMental wrote:Nagora wrote:OK. I have a question about that specific answer: you say that "if the enemy rolled a 5 on initiative, that means the spell caster (who was delayed until then) can start casting on segment 5. So, 5+6=11" but that seems wrong to me (I should have used a 7-segment spell but since we're here now...). If the spell was one segment long, would it not go off on segment 5? Therefore this spell would go off on segment 10? It seems that running it per your answer no spell, other than perhaps feather fall, would complete on segment 1. Is that right?
If you start a 1 segment spell on segment five it goes off at the end of segment 5 (at the end of that 1-6 second blip of time).
So, if there was some continuing action from the previous round (such as movement) which required 6 segments to complete, the 1 segment spell would, if the caster's foe rolled a 5 for initiative, complete first. Is that right? I'm trying to understand what happens in this system if a caster is casting a 1-segment spell and a bowman attacks and they both roll a 1 for initiative. Is it fair to say that you see both actions as completing/happening on segment-1?
Ska wrote:If the cleric is delayed from casting ( for some reason he cannot begin) for 5 segments then we need to know when he was supposed to have begun casting. Once know that add 5 segments and begin adding casting time.
So if cleric won with 6 and opponents rolled 1, the cleric normally starts casting on segment 1 but for some reason cannot until segment 6. Assuming the cleric survives attack on segment 6 and is not disrupted his spell will work on segment 1 of the next combat round.
OK. And do you agree that there is no text stating, or example of, that in the book? Nice simple question.
AxeMental wrote:Nagora wrote:p65DMG wrote:Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die, whichever is applicable. (If the spell caster’s side won the initiative with a roll of 5, the attack must come then, not on the opponent’s losing roll of 4 or less.) Thus, all such attacks will occur on the 1st-6th segments of the round.
Say the caster's side (casting
magic missile) rolls a 4 and the enemy war dog rolls a 3. Caster wins. What segment does the war dog get its bite? Whichever segment you feel is right there's no problem here so far.
Now say the caster's side rolls a 3 and the war dog rolls a 4. The war dog won, yet the book says its attack will come on the segment of the "applicable" die roll. Neither the 3rd nor the 4th segment happens before a
magic missile can be cast. This puts the book at odds with the spell always starting at the beginning of the round.
Take a look at the bolded area above.
I think you need to come to grips with this rule ("Attacks directed at spell casters will come on that segment of the round shown on the opponent’s or on their own side’s initiative die whichever is applicable").
At this point you seem to be ignoring it.
I'm currently ignoring the "or" as an advanced topic. I carefully addressed the rest of it in my answer to you on page 9 of the thread, which you seem to be ignoring yourself. Is it the "or" you're referring to? If so, how do you read that? If not, leave it for now and we can come back to it and you can just respond to my argument in my previous response to you asking about this section of the rules.
T. Foster wrote:For me, the key textual support for the "actions begin on initiative" interpretation is on PH p. 104, the section labeled "Spell Combat:"
I'm going to clip most of your post Trent (edit: I didn't in the end) as the others are covering most of the ground but I would point out that the DMG is known not to deliver all the aspects of combat mentioned in PHB. There is no special system for duels, for example. But even so...
PH p. 104 wrote:Spell Combat:
Unless combat is spell versus spell, many such attacks will happen near the end of a melee round.
Not "may roll over to the next round".
This is because the spell requires a relatively lengthy time to cast, generally longer as spell level increases, so high level spells may take over a full melee round to cast.
Again, a simple statement that some spells take more than a round. Which brings up the question of why there's no 12 segment spells. There's 9-segment spells, and there's 1-round spells, and even 1-turn and longer spells. But no 12-segment spells - not in PHB, not in UA, not in any module. Almost, almost, as if the designer was carefully avoiding the issue of having spells complete part way through the next round. Almost, in fact, as if the melee round was supposed to be a self-contained unit.
"many such attacks will happen near the end of a melee round. This is because the spell requires a relatively lengthy time to cast" - I interpret "near the end of the melee round" as meaning something like segments 7-10. Most combat-oriented spells don't have casting times that long, 3 to 5 segments is more common, so if many spell attacks are occurring near the end of the round that timing must include some sort of delay.
There's a fair number of clerical spells with 7-segment casting times that might get cast in combat.
Neutralize Poison,
Cause Serious Wounds, for example.
Flame Strike is 8-segments.
"high level spells may take over a full melee round to cast" - there are spells that take more than a round to cast, that have casting times in rounds, or turns, or hours. However, these are not generally combat-oriented spells, nor are they particularly unique or even more prevalent at high levels (there are numerous 1st level cleric and magic-user spells with casting times of 1 full round or longer: Create Water, Detect Evil, Comprehend Languages, Find Familiar, Identify, etc.). But there are many combat-oriented high level spells that have casting times of 6-9 segments. With a delay built in, those spells very well may end up taking more than a full melee round to cast (but OTOH they also may not - with a lucky initiative roll even a 9-segment spell might go off in a single round, which is why the quote doesn't say "certain spells will take more than one round to cast").
If there is no initiative-based delay in casting, then neither of these clauses makes sense.
I find it hard to accept that statements which are clearly true make no sense. There
are high level spells that take more than a round to cast; there
are many of high level combat spells which take most of a round to cast. And they "take more than a round to cast" in a much more objective way than you present here - they actually have casting times of more than one round. Reading this as meaning that when you add an invisible die to the casting time the result is greater than 10 is wishful thinking, IMO. The text doesn't say "may take more than a round to cast".
Yes, it's open to interpretation because it's being intentionally vague about the actual mechanics, and we know that the mechanics are not clearly or consistently explained in the DMG,
I think it's remarkably consistent, actually. Certainly not clear, though.
As to why there's no clear, unambiguous reference to actions starting on the segment indicated by the initiative die (except on p. 65), we shouldn't completely discount the possibility that such text was left out by editorial error or oversight. We know this happened - for instance, we've determined that the Naval Combat rules in the DMG are missing most of the Naval Combat rules from OD&D vol. III and present only additions and clarifications without the underlying text, which makes them very confusing and seemingly woefully incomplete.
I agree and if I had to add reams and reams of text to make it work I would hardly bother debating it. But "Actions other than weapon combat commence at the start of the round" isn't a huge amount of text to add. If you're willing to add all the stuff needed to clarify d6+, and ignore where it contradict what is printed, then surely you can indulge me in one little bit. And we do know that something was left out - there's a cross-reference to Combat Procedure which goes no where.
Literally for all we know there was supposed to be a paragraph in the DMG explaining that the initiative die determines the segment of the round on which actions occur (or commence), and Gary never realized it wasn't there, and that "note 2" on p. 65 was intended as a reminder of the general rule, not as a new rule. Even the mysterious "whichever is applicable" could be explained if the hypothetical missing piece of corresponding text explained that initiative can either be roll-high with actions commencing on the segment indicated by the other side's die, or roll-low with action commencing on the segment of your own die. This scenario is sure to be dismissed by those who are invested in the other interpretation, but it really is plausible.
Its the stacking up of "well, that might be missing" bits that's the issue, not the existence lacunae in themselves. To have to appeal to missing text once is unfortunate, to have to do it four or five times starts to seem like something else.
Anyway, all this text leaves a big door here for Ska to ignore my direct question but maybe he'll answer and we can make some progress.