Krug
Newshound
Someone posted on the 3.5 changes in Dungeon #100 mag and said that now Bull's Str lasts 1 min/level. I have to agree with Monte's take on why this sucks.
http://www.montecook.com/diary12.html
http://www.montecook.com/diary12.html
Short entry this time. I hate spells with 1 minute/level durations. Spells that last 1 round/level basically last "one combat." Spells that last 10 minutes/level basically last through the better part of a day's encounters and battles (most adventurers tend to put themselves in danger about an hour a day, and then either travel or rest the rest of the day). Spells that last 1 hour/level basically last through the important part of a day.
But spells that last 1 minute/level last through a battle, and then encourage the group to race off to the next encounter before the spell runs out.
DM: "The last of the bugbears drops from your relentless assault. What do you do?"
Player One: "Let's search the bugbears for treasure, see if any of them are still alive for questioning later, and check if there are any secret doors in this room..."
Player Two: "No time, my spell has only got three and a half minutes left!"
Player Three: "Hey, you're right! Mine too. I fling open the door and race into the next room, looking for battle!"
Player One: "But..."
Player Two: "Go, go, go!"
As a DM, I tire of the whole "Go, go, go!" approach. It makes for sloppy and unrealistic play, and the game system encourages it. That's why you won't find hardly any 1 minute/level spells in Arcana Unearthed, and most of the few that are in there aren't really combat spells.