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<blockquote data-quote="CapnZapp" data-source="post: 7398292" data-attributes="member: 12731"><p>As you can see Schmoe and Dave are variations on the same idea. </p><p></p><p>While most (all?) existing spells use until your next turn (and the start or end thereof), for Power Words I think it could be interesting to change things up a bit. Until monster's end of turn means it really makes a difference how many allies go before the monster (but still after you). But mostly serve to keep the duration really short.</p><p></p><p>Short, but still long enough to get a reprieve from the equivalence of "pixel bitching" for hit points. Depending on the initiative list, you can chance using the spell even if you're not sure the monster is low enough, if you have an ally or three to plink it down before it gets to act.</p><p></p><p>In return we do enter the initiative mini game. The big difference is that <em>initiative is a known quantity.</em> Unlike hit points, you can reasonably assume the caster player knows how many allies will have time to act in-between herself and the target monster.</p><p></p><p>But in summary: we use a different mechanic partly to give Power Word spells a different mechanical texture, but mostly to get a duration shorter than an entire round while still longer than the raw version - a duration of "zero to all allies, depending".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7398292, member: 12731"] As you can see Schmoe and Dave are variations on the same idea. While most (all?) existing spells use until your next turn (and the start or end thereof), for Power Words I think it could be interesting to change things up a bit. Until monster's end of turn means it really makes a difference how many allies go before the monster (but still after you). But mostly serve to keep the duration really short. Short, but still long enough to get a reprieve from the equivalence of "pixel bitching" for hit points. Depending on the initiative list, you can chance using the spell even if you're not sure the monster is low enough, if you have an ally or three to plink it down before it gets to act. In return we do enter the initiative mini game. The big difference is that [I]initiative is a known quantity.[/I] Unlike hit points, you can reasonably assume the caster player knows how many allies will have time to act in-between herself and the target monster. But in summary: we use a different mechanic partly to give Power Word spells a different mechanical texture, but mostly to get a duration shorter than an entire round while still longer than the raw version - a duration of "zero to all allies, depending". [/QUOTE]
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