[net.games.frp] Time in AD&D

steven@qubix.UUCP (Steven Maurer) (05/29/84)

References:
[This space for rent]

	Well now, I have managed to borrow that old dumb book,
    "AD&D Players Handbook", and am finally able to respond to
    the person who made the various personal attacks on me a
    little while ago.

	STRICTLY SPEAKING, these are the casting times for 
    various popular spells.  Instead of dealing in "segments"
    and "rounds", I will instead compare the casting times to
    the number of attacks a fighter would get before the spell
    would go off.  REMEMBER that if a MU or Cleric is injured
    during the spell casting time, then the spell stops.

	Spell              Casting time       Effect time
------------------------------------------------------

Cleric Spells:
	Cure Light Wounds    5 attacks        perm.
	Sanctuary            4 attacks        30+ attacks
	Bless               10 attacks        60 attacks
	Hold Person          5 attacks        50+ attacks
	Speak With Animals   5 attacks        20+ attacks
	Dispel Magic         6 attacks        Perm.
	Prayer               6 attacks        40+ attacks
	Cure Serious Wounds  7 attacks        Perm.
	Neutralize Poison    7 attacks        Perm.
	Protection From Evil 7 attacks        1000+ attacks

MU Spells:

	Sleep                1 attack         50+ attacks
	Invisibility         2 attacks        Perm. until attacks
	Web                  2 attacks        60+ attacks
	Fire Ball            3 attacks        Instant
	Gust of Wind         3 attacks        Instant
	Haste                3 attacks        60+ attacks
	Suggestion           3 attacks        240+ attacks
	Charm Monster        4 attacks        Until save made
	Enchanted Weapon +1  10 attacks       35+ attacks

===============

	Now, as you can see, it does appear that any moderate level
    fighter or monster will be able to chop up a MU/Cleric with no
    problem, IF TIME IS COUNTED.    But, of course, it is not.  For
    all you AD&D players out there, ask yourself when was the last
    time you had to wait 5 segments (attacks) before the Cure Light
    Wounds on your character took effect??

	I stand by my eariler statement, that in AD&D, spell casting
    time is almost completely ignored by most DM's.  And, in addition,
    that this is the fault of the system.

    Steven Maurer

burton@inuxg.UUCP (Thomas Burton) (05/31/84)

xx <- two-footed bug stomp!

In reply to Steve Maurer:

When was the last time I waited five segments for a Cure Light Wounds
to take effect? The last time a player tried to throw it while in the
heat of battle, that's when! I have always (well, except for the first
two or three times I ever played) used the casting time and duration
limitations of spells. It is especially important to use these limits
while in battle, otherwise MagicUsers are super powerful even at low
levels. With the casting time and duration limits, they are definitely
less powerful. For instance, my dungeon group just recently destroyed
a 9th level magic user, even though no one was above 4th level. How?
They managed to keep him from throwing the powerful but long-casting-
time spells (they still very nearly bit the dust). Similarly, I always
mark time on the Sleep spells; the players know that unless they
quickly dispatch their non-slept opponents so that they can get around
to putting away the slept ones, they will soon be in a heap of trouble.
I re-iterate: all good DM's use the casting time and duration limits
on the spells (or at least something very similar) to maintain game
balance.


			Doug Burton
			ATT-CP Indianapolis
			inuxg!burton

russell@muddcs.UUCP (Russell Shilling) (06/01/84)

	Steven seems to have not read the Players Handbook very well.
The time assumed for attacks is based on *ROUNDS*, not *SEGMENTS*
as his article implied.  The correct interpretation of the time to cast
a Sleep spell, for example, is one *SEGMENT*; the time required for a      
low level fighter to make one attack is one *ROUND*, not one *SEGMENT*.

	For your information:

	1 SEGMENT  ==  6 seconds  
	1 ROUND    ==  10 SEGMENTS  ==  60 seconds  ==  1 minute
	1 TURN     ==  10 ROUNDS    ==  10 minutes

	The SEGMENT is a sub-division of a ROUND used to determine the
precise time of effect of a Spell being cast, or the precise time of a 
Fighter's Attack, (based on the 'Initiative Roll' which should be made at
the beginning of EACH ROUND --- not SEGMENT, see the DM Guide.)

	I do not know whether MOST DM's account for Time, but I certainly
do.  This is the most crucial aspect of judging a melee.  In order to be 
completely fair to ALL character classes involved in combat, Time needs
to be VERY carefully accounted for.

					Russell Shilling

{allegra,ihnp4,seismo}!scgvaxd!muddcs!russell

	P.S.
		Apologies to all for not giving page references,
		but I do not have the rule books here...
==========================================================================

hsc@lanl-a.UUCP (06/02/84)

  In the group of loonies here that play AD&D, *ALL* of the DM's and players
pay attention to spell casting times and durations. Also, I think 
you are confusing 'segments' with rounds. A couple of times some high level
fighters and mages have gotten into it, and if the mages were carrying 
the right offensive spells, they would win.(most ofthe time)
It's not the system, but those who implement it!

    The sorcerer's apprentice..........lanl-a!hsc