Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP
Posting-Version: notesfiles
Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!houxm!houxz!vax135!floyd!cmcl2!seismo!hao!hplabs!hp-pcd!orstcs!hakanson
From: hakanson@orstcs.UUCP
Newsgroups: net.games.frp
Subject: Re: Foo on the time-number of attacks bu
Message-ID: <28500015@orstcs.UUCP>
Date: Fri, 8-Jun-84 12:58:00 EDT
Article-I.D.: orstcs.28500015
Posted: Fri Jun  8 12:58:00 1984
Date-Received: Tue, 5-Jun-84 20:18:19 EDT
References: <1406@ittvax.UUCP>
Organization: Oregon State University - Corvallis, OR
Lines: 22
Nf-ID: #R:ittvax:-140600:orstcs:28500015:000:1289
Nf-From: orstcs!hakanson    Jun  1 08:58:00 1984

Once again I must agree -- the table is all wrong with respect to the
number of attacks a fighter would get.  A *round* consists of ten *segments*,
and therefore such spells as SLEEP and MAGIC MISSILE can be gotten off in
less than a round (but most GM's won't allow more than one spell/round).

But there are spells such as the 3rd Level Druid spell CALL LIGHTNING which
take a *turn* (ten rounds, and thus ten attacks) to complete.  It does last
for a bunch of turns, but you only get to call one (very painful!!) bolt
every turn.  Needless to say, the Druid casting this spell must be well
protected, i.e. not in melee.  This is the type of spell one uses in large
battles, from concealed locations, and is especially effective at sinking
ships from a distance.

The AD&D system does have its faults, but the time for spells is not one
of them -- a lot of work obviously went into attempting to make it realistic.
The problems seem related to the fact that the rules are too complicated,
and thus cause confusion.  The people I play with have spent a lot of time
in the past arguing over interpretations of the rules, which is the only
way we have been able to come to a general consensus.

Marion Hakanson			CSnet:  hakanson@oregon-state
				UUCP :  {hp-pcd,tektronix}!orstcs!hakanson