Edena_of_Neith said:
SPELL DESCRIPTION
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
Some comments:
This is great for those carrying melee weapons or bows (I would rule a bow is a weapon being held, if someone had a bow out.)
Thus, the wizard or sorcerer can, as in 2nd Edition, once more empower all the fighters, rangers, paladins, barbarians, and even clerics, druids, and rogues in the party.
It is also good for spellswords.
Only archer versions of those characters. And it only empowers all the party's archers. The melee focussed fighters, barbarians, paladins, clerics, and druids, will get very very little out of the spell.
Why is that? Because the bonusses are not significant. And, since the extra attack will only kick in on full attack actions. And without the extra partial from 3.0 haste, melee characters are unlikely to get full attack actions more than every other round (if they're lucky). So, unlike 3e haste which often gave a character two to eight extra attacks (partial charge plus full attack=8 more attacks than a move+attack for a character with Greater TWF; it probably averaged two to four extra attacks per round since some rounds characters didn't need to move) a round, 3.5e Haste is likely to give each individual character one extra attack every two rounds or so.
A quick analysis of Haste as a fighter buff (with some very generous assumptions for 3.5e haste):
-A party of six 6th level characters: fighter, rogue, wizard, cleric, archer bard, Barbarian
-3.5e haste: effects everyone but the cleric
-3.0e haste: on the fighter
-The fighter and fighter/cleric have to move more than five feet in the first, third, and sixth rounds of the six round combat.
-The rogue makes two full attacks (other rounds, he has to tumble in order to reach flanking)
-The archer makes a full attack every round
-The cleric never makes a full attack action (he spends his time healing, casting buffs, or making single attacks
3.0e haste=9 extra attacks for the fighter
3.5e haste=3 extra attacks for the fighter, 3 for the barbarian, two for the rogue, and six for the bard.
Total extra attacks:
3.0 9
3.5 14
However, the number of attacks doesn't tell the whole story.
First of all, the fighter's and the barbarian's attacks are likely to be the most significant of the bunch. (The rogue's attacks may be competitive if they're sneak attacks.) This is especially true in an environment where the amount of available spellcasting is limited. It's much much easier to give an empowered bull's strength, cat's grace, and greater magic weapon to one fighter than it is to buff an entire party. In that case, 3.0e haste was a far more effective force multiplier for other buffs than 3.5e haste will be.
Second, the 3.0 version netted 2 of its extra attacks in round 1. The 3.5e version only netted one extra attack in round 1 (from the archer). Round 1, is usually the most significant round of combat since any foes taken out before their action in round 1 have no effect on combat (other than taking up attacks that would otherwise be allocated elsewhere). If the party takes the enemy wizard out in round 2, odds are good that he already nailed the party with a fireball, ice storm, or slow spell.
At this point, however, the offensive capability of 3.5e haste does seem at least comparable to 3.0 haste. But lets look at a few less biased examples.
Example 1: 6th level, the iconic party: Fighter, rogue, cleric, wizard.
3.0e haste: 9 extra attacks
3.5e haste: 5 extra attacks (assuming that the cleric takes a full attack action.
Example 2: 6th level non iconic party: dual wielding ranger, bard, sorceror, druid (and an animal companion--treated as a fighter for this study).
3.0e haste: 12 extra attacks
3.5e haste: 7-10 extra attacks (the higher number assumes a combat druid who makes a full attack action once every round)
Example 3: 8th level party: Dual wielding fighter (Imp TWF), sorceror, cleric, rogue
3.0e haste: 15 extra attacks
3.5e haste: 4-7 extra attacks (the higher numbers include two full attacks for both the cleric and the rogue).
Example 4: 6th level party: Wizard, cleric, sorceror, fighter, wizard, rogue
3.0e haste: 9 extra attacks
3.5e haste: 4-8 extra attacks (the higher number assumes that the cleric and the rogue make five full attacks between the two fo them--note that the cleric's attacks aren't as effective as the fighter's).
On balance, 3.5e haste only seems competitive with 3.0e haste
as an offensive fighter buff in large, fighter heavy parties with at least one archer.
As an offensive buff, 3.5e haste also very very heavily favors archers. It is marginally effective for sword and board or two handed weapon fighters. It is pathetically weak (compared to 3.0e haste) for Two Weapon Fighters.
It will probably also have some utility for conjurers who favor summoning large numbers of weaker creatures with their summoning spells.
SPELL DESCRIPTION
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Some comments:
Again, this is great for fighters, rangers, paladins, barbarians, and even clerics, druids and rogues.
It is also good for spellswords.
The defensive bonus is pretty much useless to everyone you mentioned. +1 to AC is pretty meaningless unless the character's AC is very high to begin with. A character with AC 15 (not unheard of for 5th level barbarian types--especially when raging) will take an average of 26.5 points of damage per round from a troll. A +1 bonus to AC drops this to 24.1 points of damage. That's unlikely to even buy the barbarian another round of life. If the character has AC 20 against the same troll, going to AC 21 means taking 13.1 instead of 15.1 points of damage per round. That might buy the character an extra round of life. But he's still got a good chance of being rended every round. It's not until AC 26 (+3 fullplate and +3 shield or +1 fullplate, +1 shield, 12 dex, dodge feat, amulet of natural armor +1, and ring of protection +1) that the one point of AC will significantly increase the fighter's life expectancy. (Approx 4.6 points of damage per round to 3.2) And, since, Haste was the primary way that characters got ACs sufficient for one more point to make a difference in 3e and it will no longer fulfill that function in 3.5e, it seems unlikely that there will be anything in 3.5e able to boost PCs ACs high enough for the 1 point from 3.5e Haste to make a difference.
The attack bonus will be nice but probably not worth a 3rd level spell. The same is true for the save bonus. After all, if prayer (probably the spell most directly comparable to the new Haste) were on the Sor/Wiz list, how many would learn it? I'd guess it'd be competing with secret page for spot in a combat wizard's repertoire.
But if this new version will be the only Haste available officially, I must state that I do not care for it.
I have to say that I agree wholeheartedly with this.
I'm also very concerned about the effect that the new revision will have on the balance of the fighting classes. 3.0e haste was one of the things that balanced two weapon fighting and sword and board style (the AC bonus in that case--as Haste usually changed a the decent or good AC of the sword and board fighter into an excellent AC) with two handed weapon fighting. It was also one of the primary balancing factors between all kinds of melee fighting and archery (because it removed the archer's dramatic advantage in the number of full attacks gained). The new version of haste seems likely to exacerbate all of the inequalities the old haste ameriolated. Melee characters will get fewer full attacks than archers--and it will matter more because full attacks are more significant. (Changes to GMW are unlikley to reverse this inequality). Two weapon fighting characters will have fewer opportunities to make full attacks and thus achieve damage parity with two handed weapon warriors. (Changing it to cost one feat instead of two won't make much difference to this). Sword and Board fighters are likely to lose the capability of pumping their AC to a point that their enemies actually have trouble hitting them--thus vitiating the benefit for which they sacrificed damage dealing capacity.