T. Foster wrote:Nagora wrote:To turn the question around, how do you determine whether attacks upon the blinking magic-user (melee, missile, or spell) occur before the segment when the blinking happens?
Attacks that have initiative come first; losing melee weapons on the segment given by p67, and other attacks on segments 1-6 based on result of the losing/non-winning die. Compare that to the 2d4 result. Simple enough, and no new rules invented to support this one case.
If it's a spell attack upon the blinking character, do you do a straight comparison of casting time to blink-segment or do you also apply initiative as a consideration?
Straight comparison. You'd need to get pretty lucky, or use an area effect.
And is a device with an activation time treated the same way (i.e. a wand of paralyzation counts the same as a 3-segment casting time spell)?
Anything with a specific, non-abstract, time is treated the same: spells, movement, devices, huge sandstone blocks sliding into corridors etc.
Ska wrote:Nagora the following is from p 104 of PHB under initiative
"Actions affected by initiative are many and include ...beginning a spell, and so on."
This is clear concise and understandable. Why would Gygax write initiative affects the beginning of a spell?
I've explained multiple times and shown several examples of how the beginning of a spell is affected by initiative and you just can't get your head around the idea that if two things take the same time and one finishes first then the other must have been delayed. Spells starting during the first segment have 6 seconds in which to begin. If you like we can say that the second of beginning is equal to the initiative die, if that would help?
DMG wrote:Note that even though a spell takes but 1 segment to complete, this is 6 seconds
I mean, the rules actually remind you that a segment is a relatively long time. Maybe you should read them one day?
Nagora you also seem to think the btb roll initiative system means magic users have too much of an advantage compared to your all spells always start on segment one argument. I think in your sys where MUs always start casting on segment one gives them an incredible advantage.
Which only shows that you've not bothered your arse to read what I've written but just go on with your cracked-record about crap which isn't in the text.
You can't quote a single example of spells being delayed by d6-1 segments anywhere.
You can't quote a single reference to successful attacks on spell casters not preventing them from casting that round.
You can't quote a single reference of how initiative is handled on spill over.
You certainly can't show anywhere in the book that even hints at the idea that a 7-segment spell will
usually occupy a caster for
two full rounds, which is such obvious bollocks that I can only assume you've never tried telling a player that, or just don't have clerics in your game.
You can't explain why the rules
specifically (p67) say that a longsword weapon that strikes on segment 3 is known to be striking at simultaneously with a 3-segment spell without any need to look at the caster's initiative.
You can't explain why the rules
specifically (p67) say that a dagger will strike simultaneously with a 3-seg spell when the attacker rolls 5 and the caster a 6 for initiative.
You can't explain why the rules
specifically (p67) say that a two-handed sword that loses initiative can not possibly strike before a 3-segment spell is complete, despite the fact that you claim that the spell might not complete before segment 7 (maybe 8, your houserules aren't very clear). Or are you going to pull another rule out of your ass that says that weapon blows can spill over too?
You can't explain why a cleric without initiative can attack a fighter with initiative before that fighter can act.
It's not come up but I suspect you can't explain how a crossbow could ever interrupt a 1-segment spell (you know, in this really tough-on-spellcasters system you've invented).
Your sys makes it a much easier for casters then the rules as actually written.
You are a lazy idiot who can't count, then, and I've wasted my time trying to explain the rules to you. Goodbye.
T. Foster wrote:The spell description doesn't specify that the 2d4 timing is only for the 2nd+ rounds, but that's a reasonable reading
I'd be surprised if you showed that text to anyone for the first time and that's what they took away. The eye of faith is at work here, methinks.
(especially since it removes the weirdness of the spell going into effect and then nothing happening for several segments).
Well, the same weirdness is seen in subsequent rounds where the caster doesn't know when the next blink is, so that doesn't sound like much of an objection. Weird spell is weird.