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Apprentice Greytalker
Joined: May 25, 2012
Posts: 106
From: Virginia
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Wed Jul 04, 2012 3:48 pm
Does anyone have the time?
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I'm using the Player's Options: Combat & Tactics book for an enhanced battle experience. The combat round in that book is 10 seconds long, while the standard combat round in the PH and DMG is 60 seconds. How does this effect spell duration? If we're in combat and a mage casts a spell with a round or multi-round duration, should I have it persist through 6 Combat & Tactics combats rounds for each spell round? _________________ No place is safe, only safer.
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Master Greytalker
Joined: May 12, 2005
Posts: 961
From: Woonsocket, RI, USA
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Thu Jul 05, 2012 8:54 am
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Don't have my books with me right now, but I'm pretty sure this was addressed somewhere in C&T. I think spell durations were shortened to match the speeded-up time scale.
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Apprentice Greytalker
Joined: May 25, 2012
Posts: 106
From: Virginia
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Thu Jul 05, 2012 9:17 am
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Ah - I missed it, it's right on the same page that describes the combat round. If it were a snake it would have bit me...<facepalm>. Sorry for the wasted post! _________________ No place is safe, only safer.
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GreySage
Joined: Sep 09, 2009
Posts: 2479
From: SW WA state (Highvale)
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Thu Jul 05, 2012 9:52 am
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So long as it isn't venomous, you are safe.
No worries, you aren't the first, and you won't be the last one to overlook something written down. If I had a copperpence for every time...
yours in 2e,
Lanthorn the Myopic
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Grandmaster Greytalker
Joined: Jul 10, 2003
Posts: 1234
From: New Jersey
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Sun Aug 05, 2012 12:32 am
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If I recall correctly each round is composed of 10 segments. So spells with a 3 segment casting time would be added to the initiative roll sort of like a speed factor. The rule for spells with a round of casting time come into effect at the end of the round.
Later
Argon
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GreySage
Joined: Sep 09, 2009
Posts: 2479
From: SW WA state (Highvale)
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Sun Aug 05, 2012 7:01 am
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You are correct, Argon.
10 segments = 1 round
10 rounds = 1 turn
-Lanthorn
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