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1 min per level spells and why they suck
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<blockquote data-quote="mmu1" data-source="post: 908557" data-attributes="member: 319"><p>Spoiled? Depends on the game. I've played in some that had characters in the 40 point range, where the various long-lasting buffs were a luxury, and probably a bit excessive - although at higher levels, they were hardly cast on everyone in the party, since they weren't that badly needed and the casters often preferred having some 2nd level utility spells left. </p><p></p><p>Now I'm playing in one with 28 point buy characters, and the party needs those buffs very badly. At 1 minute/level, they'll be next to useless - like I said, no way is it worth to loose that much healing in exchange for a minor benefit that lasts through one combat. I'd have to be an idiot to waste a 2nd level spell to give myself or the fighter +2 to hit for one combat when I can just <em>Bless</em> the whole party and use <em>Divine Vigor</em>. And the party rogue, who's probably only alive at this point thanks to <em>Endurance</em> is going to be really happy about this...</p><p></p><p>It's going to hurt characters badly at low levels, because someone got the idea that being able to use it for most of the day at higher levels, when they're nice but not that relevant in the greater scheme of things was a bad thing.</p><p></p><p>Putting a cap on the spells of 4-5 hours would have been a much better way of dealing with this then the ridiculous 1 minute/level duration... Which, as someone pointed out, also extremely reduces their utility when it comes to prolonged skill use, encumberance, endurance, and so on.</p></blockquote><p></p>
[QUOTE="mmu1, post: 908557, member: 319"] Spoiled? Depends on the game. I've played in some that had characters in the 40 point range, where the various long-lasting buffs were a luxury, and probably a bit excessive - although at higher levels, they were hardly cast on everyone in the party, since they weren't that badly needed and the casters often preferred having some 2nd level utility spells left. Now I'm playing in one with 28 point buy characters, and the party needs those buffs very badly. At 1 minute/level, they'll be next to useless - like I said, no way is it worth to loose that much healing in exchange for a minor benefit that lasts through one combat. I'd have to be an idiot to waste a 2nd level spell to give myself or the fighter +2 to hit for one combat when I can just [i]Bless[/i] the whole party and use [i]Divine Vigor[/i]. And the party rogue, who's probably only alive at this point thanks to [i]Endurance[/i] is going to be really happy about this... It's going to hurt characters badly at low levels, because someone got the idea that being able to use it for most of the day at higher levels, when they're nice but not that relevant in the greater scheme of things was a bad thing. Putting a cap on the spells of 4-5 hours would have been a much better way of dealing with this then the ridiculous 1 minute/level duration... Which, as someone pointed out, also extremely reduces their utility when it comes to prolonged skill use, encumberance, endurance, and so on. [/QUOTE]
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1 min per level spells and why they suck
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