Talk:Rules Clarifications, misc.
Noah: So you only save vs. spells against a spell which has effects that cannot be subsumed by the other saves to the left? Whoa.
Hal: The spell poison, you save vs. posion; the spell death spell, you save vs. death magic. Left to right, baby.
Kerry: Negative weapon speed due to high dex? Dex mods on casting time?
Noah: Dex mods on casting time? If haste doesn't increase the speed of spellcasting, why should dex?
Kerry: Because in the rules they are both mods to init.
Hal: Dexterity does not increase the speed of spellcasting any more than haste does; but the rules do (I must admit) imply that both haste and dex lower the segment on which casting begins.That is to say, fireball has a speed of 3, regardless of dex; but if you roll a 5 on inits, and have an 18 dex, then you start casting it on 3 and finish on 6. 5 - 2 + 3 = 6. We have in general not played this way, because it is a little clunkierm ("crunchier" even?), but I think it's a fine idea for a clunky mass combat. In a similar vein, while a weapon speed cannot be reduced below 0, a superior dex can decrease the initiative die. Thus a +5 dagger has a speed of 0. If wielded by the aforementioned 18-dex character, who rolls a 4 on the init die, it strikes on 4 - 2 + 0 = 2. Of course, dexterity cannot cause anyone to attck before initiative segment 0. (These are Battle Royale rules, and whether they will be implemented in the campaign is another matter.)