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Post by giantgenesis on Dec 19, 2013 19:42:52 GMT -6
I’m presently reading Eldritch Wizardry (supplement III). I try to understand the MISSILE FIRE OR SPELL CASTING TABLE, 1ST MELEE ROUND, but there is only one thing that I’m certain: I do not understand this table!
I’m really confused, and I have a lot of question about it. To make it simpler, I will ask my questions in “blocs”. So the first question:
There is a premovement and there is post-movement section. What happens in this section of the combat round?
Thanks!
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Post by cooper on Dec 19, 2013 21:47:29 GMT -6
The thing to remember is that most creatures are going to fall into a category where dexterity is 10. This handy chart will show you what someone with a 10 dexterity can do in a round. Basically, it's ad&d segmented initiative. In regards to wands, you should reference the DMG section on specific magic items. For example a wand of magic missiles adds +2 and +5 I think to each mm fired.
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Post by Stormcrow on Dec 19, 2013 23:30:59 GMT -6
No one really knows how this system works. Some people think they do, and will give you an explanation that doesn't add up. I even asked Tim Kask how it worked, and he wouldn't give me a straight answer.
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Post by giantgenesis on Dec 20, 2013 9:12:15 GMT -6
Thank you for the answers!
I’m happy to see that I’m not the only one struggling with this rule. I think I’ll not use this rule, giving that it is too ambiguous for me.
I’ll nevertheless look at the chart provided by cooper; maybe it will give me some inspiration!
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