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Old 06-24-2016, 10:33 PM   #38
dripton
 
Join Date: Mar 2008
Location: Northern Virginia, USA
Default Re: Archers and Mages Attacking Every Turn (DF)

For mages, I allow the Cast and Blast optional rule from http://ottgaming.grimoire.ca/Spell_Changes for missile and melee spells. (Basically, you can cast the spell as a free action once you're done Concentrating, rather than having to wait another turn.)

Missile spells mostly suck because of casting time. The one time they're pretty good is when you charge one up outside battle and carry it around. The Cast and Blast rule doesn't make that case any better, but it makes actually casting missile spells during combat more reasonable.
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