I missed this short post in the middle of all the other stuff. I would have the MU's side roll initiative. If the MU is alone then I probably would allow a player to roll initiative to give them the option of abandoning casting before being attacked. Leaving aside the lone-caster case (which I don't think the rules have much to say on), in the general case the initiative system is to see what order things happen and some companion may be able to prevent some attack on the occupied caster.EOTB wrote:Nagora, if someone attempts to cast a spell requiring a turn of casting time, in combat, do you make them roll initiative on rounds 2-10?
I'll presume this is rhetorical and "no". If I'm incorrect chime in.
Same as above. I don't do individual initiative so the question is perhaps not quite applicable.If combat broke out around an action in process - let's say, a magic-user is casting summon elemental in a non-combat situation but in between starting and finishing, a random encounter occurs and the party protects the MU.
On the first round of combat do you make the MU with the summon-in-process roll initiative?
The idea that surprise is part of the first round is not well explained in the book but it's hinted at and in the case of mixed surprise/unsurprised parties it's fairly inescapable. If the whole of one side is surprised and the other side isn't then the rules and normal play skip over the remainder of the first round and apparently allow a spellcaster the possibility of casting two spells on consecutive segments (one during surprise, and one immediately after).Also, if you feel that surprise is part of round 1 - do you allow MUs to cast another spell after surprise, in the "rest of round 1", if they got off a 1 segment magic missile in the surprise portion?
But if one party on the generally surprised side is active then there's not really any way of playing the result out than actually going into the detail of what happens in the round while their companions are fumbling about. As I said before, this explains the text that talks about only being able to start casting on the first segment of surprise, because that's just the general case of casting starting on the first segment of the round and is literally true in the case of mixed surprise.
The steps for "encounter and combat" on p61 doesn't call out surprise resolution as a separate step and instead treats the surprise roll as a surrogate for the initiative roll - which is what I do - and treats an unsurprised party as having initiative (or seems to, I think).
There are problems with this, of course. Mainly because the rules as written don't tell us that surprise is a full round when even when only one side is able to act; in fact it tells us the opposite. So there's a frustrating Heisenburg aspect to the question. It's all made worse by the fact that DEX mods are not unusual and so the mixed surprised/unsurprised case is not unusual but the rules never discuss this common case.
For example: Party A encounters a group B at a distance of 9". A rolls 2 and B rolls 4; A is surprised for 2-segs. BtB, the most B can do to close range is 2-segments of movement, maybe 2.4" on a good day, 4.8" with a charge, or fire off half a million arrows BtB.
Now, add a high dex fighter to A. Suddenly that fighter and group B are in a perfectly normal combat round where neither party is surprised, and the remainder of A is dithering about putting it's fighting pants on or whatever. Furthermore, it seems to me, the initiative score is what's showing on the dice and if we ignore the remainder of the party, then if the fighter has that great a DEX then if s/he has a bow then they might even have initiative over B! How many arrows can B fire off now?
So the situation is one of surprise or normal combat depending on whether we look at the surprised portion of A (which might be only one character), or the unsurpised portion (which might be the entire remainder of the party aside from that one average-dex character).
I find it easier to treat these situations as full rounds with the surprised characters "coming to life" after a pause, so all their actions are n-segments later than the dice normally would determine. Spell casting is not allowed as the casters have not been able to "note what spell they intend to cast at the beginning of each round" (look! the thread topic!). But I think the rules simply don't cover the situation properly and it's all house-rules, really.