Spell duels. They are complicated. Any simpler home-brew

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cthulhudarren
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Spell duels. They are complicated. Any simpler home-brew

Post by cthulhudarren » Fri Oct 05, 2012 8:15 am

rules out there I should try? Every time they occur I guarantee that I will have to stop the game and read the rules to figure this out. And again every time.

TheNobleDrake
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Re: Spell duels. They are complicated. Any simpler home-bre

Post by TheNobleDrake » Fri Oct 05, 2012 11:22 am

I put the relevant charts together on my GM screen, and then dropped the momentum tracker part of the rules - at least in practice because I always forget it and have yet to have a "spell duel" last more than one round.

That simplified things enough for me to remember, perhaps it will for you as well.

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DCCfan
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Re: Spell duels. They are complicated. Any simpler home-bre

Post by DCCfan » Sun Oct 14, 2012 7:16 am

I need to try a spell duel at least once but it looks like a pain on paper. When I first read the rules all I could think about was the game coming to a stop while the wizards duke it out. Is it as bad as it seems or does it flow better in practice?
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Gizrond
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Re: Spell duels. They are complicated. Any simpler home-bre

Post by Gizrond » Sun Oct 14, 2012 7:42 am

The way that I read it, everyone else doesn't stop while the wizards are dueling. Non-spellcasters just move to the bottom of the initiative order. Any mages later in the initiative order have the opportunity to declare a counterspell, there is another chart to consult, and you need to track momentum.

I'll have to play it out to make my final judgement, but it seemed pretty straight-forward on paper. If it ends up bogging down combat, I'll just drop everything except the opportunity to declare a counterspell, but I kinda like the idea of momentum.

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