By way of summary, this is how
I see the system in the DMG (the guy with the weapon is the "attacker" and the other person is the "actor", who may be doing something other than spell casting):
1. If weapon speeds are not being used, the weapon's
first attack comes on the segment indicated by the actor's init die. If this is itself a tie (ie, an init roll of 3 against an action time of 3 segments) then the init dice break the tie or confirm it.
2. If weapons speeds are being used, the weapons's
first attack comes on the segment equal to the difference between the losing initiative die and the weapon speed. If initiative is tied then the attack segment is simply the weapon's speed rating. Some feel that this rule is only used for attackers who lost initiative; I'm happier with applying it in every case.
The issue with this is that it is left unstated when the second or third attack comes, assuming that the first one doesn't do the trick.
The big attraction - to me, anyway - to the suggested reading is that there is no dispute about ordering of multiple attacks - they just slot into the normal order of things.
The downsides are:
- Casting time becomes fairly unimportant. It becomes hard to justify, for example, making a spell like power word kill 9th level as its chief claim to such high level is its speed - speed would count for nothing against many opponents that an archmage will face.
- Entering into a room with enemy fighters in it becomes madness for magic users at high levels - indeed anything where encounter distance might be constricted becomes much more dangerous. I see this as a major gimping of the class and moreso than for clerics who can wear decent armour.
- It erodes one of the differences between magic users and clerics in that the latter's long casting times no longer matter much one way or the other at higher levels where multiple attacks by opponents are more common.
- It boosts high level fighters even further beyond the combat abilities of clerics who already, IMO, struggle to justify their presence in front line combat beyond about 6th level and this is a major reason that I find experienced players are reluctant to take the class. Combining this with the fact that players will know that high level clerics will also face automatically losing initiative both in melee (where they never get multiple attacks) and spell casting makes me wonder if anyone would ever touch the class again.
Perhaps we could combine both views: items 1 and 2 above define the first attack and should it be before action completion then the action is slotted into the normal scheme for determining when the next attack occurs. Clearly, if the first attack is after the action is completed then so are all subsequent attacks.
For example: Attacker with 3 attacks from a halberd (speed 9) against a cleric casting
cure critical wounds (8 seg)*. Attacker rolls a 2 and the cleric rolls a 6. The attack comes on segment 7 (difference between 2 and 9), before spell completion. The second attack comes in the middle of the sequence, which is where we now put the spell. Since the cleric won the initiative roll the spell comes next, then the other two attacks.
Example 2: Fighter with 2 attacks from a scimitar (speed 4) against a magic user casting
magic missile. Fighter rolls 5, magic user rolls 6. Attack comes on segment 1 (difference between 4 and 5) which ties with the spell; the fighter lost initiative so both attacks come after the spell.
Example 3: A hasted Remorhaz (no weapon speed) against a casting of
teleport (2 segments). If the caster rolls a 1 then the first attack comes before the spell; on a roll of 2 the first attack is afterwards unless the remorhaz also rolled a 2. In either case, the second attack comes after the spell.
Well, I think I can live with that.
SirAllen wrote:Can clerics use the Hammer, Lucerne?
NO!
*Remember that the caster is not necessarily being directly attacked.