While the base rule for ACKS were based directly off of the RC D&D I'm starting from, there's a big difference in a few things. In RC there's no need to call "Defensive Movement" or "Spell" before rolling initiative. Fighting withdraw is just a 5 foot move back, and if someone closes on you, you can hit them. Retreat is a running move away, with the enemy getting a free back-attack against you.
There's no rule for spell-interrupting.
I think we an leave the two types of defensive moves the way they are. But, we may want to allow spell interruption. If you have a higher card, you can hold until enemy tries to cast a spell, and then if you make a DEX check you can try to hit him and spoil the spell if you do damage.
Why even need to make a DEX check? Just hit him and spoil the spell. I would rule just ANY hit before the spell goes off ruins the spell. That way, you can create specials for spellcasters to draw two initiative cards if they are casting a spell.
ReplyDeleteWhat if a spellcaster draws a 2 of clubs? Is their spell ruined, or do they just not get to do ANYTHING? I imagine we draw initiative cards before saying what we do. I suppose they just fumble their spell components or something.
The way I've worked it out is that you do not need to "Call Spell" before drawing initiative. If you are hit before your card comes up, then you may not choose to cast a spell when it does so.
ReplyDeleteIf someone really wants to SPOIL a spell, rather than just prevent the caster from casting, he must have a higher card, and when the caster attempts to cast, the holder then tried to interrupt.
I changed it to an opposed level check, the caster and the shooter each roll d12 plus level or HD and if the interrupter gets a higher roll, he can attempt his it, the hit will spoil the spell (or scroll).
So, if you just want to stop him from blasting you with fireball, and you win initiative, just hit him and he can't cast. However, if you want to try to get rid of one of his spell slots, you can hold your initiative and try the interrupt.
I really wanted to get away from the pre-calling of "spell" or "defensive movement" before initiative, but wanted to have some mechanism for spell ruination, as a risk.