Mugsy |
So when I was looking up some specifics of how spells with durations in rounds specifically lasted I found the rules seem to cause odd results when followed exactly with some spells.
From Combat Section "Effects that last a certain number of rounds end just before the same initiative count that they began on."
This sounds like it ends between your initiative count and the preceding initiative count. Ending slightly before your turn seems to have odd effects with certain spells and abilities.
With time stop lets say you roll a 1 and get 2 rounds. This means for 1 set of actions you would be unable to effect others but it would end just before the second set of actions letting you throw any spells you wish on that second set of actions.
With the Evil Eye Witch hex if they make the save it lasts 1 round meaning if you did not cackle on the turn you placed it you would be unable to cackle on the following turn to extend it as it has already ended.
Any 1 round condition or effect if you had a higher initiative modifier than the character that placed the effect on you you would be able to delay until that initiative count when it has ended and still act before that character due to your higher initiative modifier winning the tie. This one may fail due to not knowing exact initiative counts.
Am I understanding the rule right? Is it something that was clearly not intended to work this way and we should try to follow the author's "intentions" whatever they are?
Thank you for any help.
blahpers |
So when I was looking up some specifics of how spells with durations in rounds specifically lasted I found the rules seem to cause odd results when followed exactly with some spells.
From Combat Section "Effects that last a certain number of rounds end just before the same initiative count that they began on."
This sounds like it ends between your initiative count and the preceding initiative count. Ending slightly before your turn seems to have odd effects with certain spells and abilities.With time stop lets say you roll a 1 and get 2 rounds. This means for 1 set of actions you would be unable to effect others but it would end just before the second set of actions letting you throw any spells you wish on that second set of actions.
Yup.
With the Evil Eye Witch hex if they make the save it lasts 1 round meaning if you did not cackle on the turn you placed it you would be unable to cackle on the following turn to extend it as it has already ended.Yup. Which is why the witch would simply Evil Eye again.
Any 1 round condition or effect if you had a higher initiative modifier than the character that placed the effect on you you would be able to delay until that initiative count when it has ended and still act before that character due to your higher initiative modifier winning the tie. This one may fail due to not knowing exact initiative counts.
While you technically have the same initiative count, in every game I've played, that was a formality; since one turn still occurs before the other (i.e. you aren't acting simultaneously), you treat them as separate initiative counts. This is one of those "common sense" situations SKR is always going on about. (Rightfully, most of the time.) The witch beginning his turn triggers the end of the hex.