Reading Advanced Dungeons & Dragons, Part 20
SPELLCASTING DURING MELEE Believe it or not, here (along with "breaking off from melee," about 5 pages down the line) we see the roots of attacks of opportunity, all the way back in first edition. In later editions, with their 6-second melee rounds (equivalent to a segment in AD&D), it was sometimes hard to reconcile spell disruption if you really took the time to think about it. After all, if a spell took one action to cast (and you could even move after), how can someone hit you and disrupt it? In AD&D, most spells higher than third level had a casting time of at least one round, which meant they took a full minute of ritual to get off (Spells of third level and below, incidentally, mostly had casting times equal to their level in segments, which, as a side note, is why I use a d10 for initiative; lets me know exactly what segment a character acts on). A great deal goes on in that minute's worth of time--and there's plenty of time for someone to wh...