Empirate
First Post
Lots of stuff posted here while I was away, can't possibly reply to everything (though I'm tempted) - so I'll just reply to the last post.
From about 5th or 6th level on, no 3E caster need worry whether his spells will last out the combat, regardless of spell level. You can call that a bad thing, but I'm inclined to see spell durations differently. For buff spells, I'd say everybody can agree with the following:
1 round: usually cast as a swift action, this kind of spell is just a little ace up your sleeve. Use it only if you can get the max effect from it.
rounds/level: you can only use this spell in combat. Good one to cast in a surprise round. This spell will impact on your action economy.
minutes/level: you can use this spell in-combat, or if you have some kind of forewarning (break down the door yourself, pre-buffed). You cannot use this spell for more than one combat, though.
10 minutes/level: you can use this spell to prepare for a difficult hour or two. So sometimes, you'll be able to clear out a whole dungeon with this. Sometimes not. But the chance it'll see more than one combat is actually very good.
hours/level: this is your standard pre-cast buff. There's usually no excuse for not having it up before combat starts, unless you're caught asleep in the wee hours of morning or something like that.
For offensive spells, rounds/level is almost always enough. You can get by with much shorter durations, depending on the effect. Longer durations are often pointless.
I actually like this, as it gives you a range of spell types, and you don't have to keep in mind lots of different durations for individual spells. Instead, you can lump them into broad categories in your mind, so it's much easier to keep an overview of what to cast when.
I also can't see why higher level spells (which are supposed to be more powerful) shoudl have shorter durations for you than lower level spells. I mean, I can see it from a roleplaying perspective, but mechanically, it makes no sense to me.
From about 5th or 6th level on, no 3E caster need worry whether his spells will last out the combat, regardless of spell level. You can call that a bad thing, but I'm inclined to see spell durations differently. For buff spells, I'd say everybody can agree with the following:
1 round: usually cast as a swift action, this kind of spell is just a little ace up your sleeve. Use it only if you can get the max effect from it.
rounds/level: you can only use this spell in combat. Good one to cast in a surprise round. This spell will impact on your action economy.
minutes/level: you can use this spell in-combat, or if you have some kind of forewarning (break down the door yourself, pre-buffed). You cannot use this spell for more than one combat, though.
10 minutes/level: you can use this spell to prepare for a difficult hour or two. So sometimes, you'll be able to clear out a whole dungeon with this. Sometimes not. But the chance it'll see more than one combat is actually very good.
hours/level: this is your standard pre-cast buff. There's usually no excuse for not having it up before combat starts, unless you're caught asleep in the wee hours of morning or something like that.
For offensive spells, rounds/level is almost always enough. You can get by with much shorter durations, depending on the effect. Longer durations are often pointless.
I actually like this, as it gives you a range of spell types, and you don't have to keep in mind lots of different durations for individual spells. Instead, you can lump them into broad categories in your mind, so it's much easier to keep an overview of what to cast when.
I also can't see why higher level spells (which are supposed to be more powerful) shoudl have shorter durations for you than lower level spells. I mean, I can see it from a roleplaying perspective, but mechanically, it makes no sense to me.