Palskane said:Let's say I wanted to introduce the 3.0 version of Haste as an "Improved Haste" in 3.5. What level would you recommend it be set at?
I am leaning towards 7th, but would like to get some input. Thanks!
Slaved said:What is so broken about 3.0e haste?
Problem: If cast in conjunction, haste doubles the power of time stop... and has effects afterwards.Destil said:The constraints on what you can and can not do during a time stop are a big part of this, though).
Elephant said:IRT Slaved:
3.0 Haste gives you two standard actions per round, so you end up being able to cast three spells per round with Quicken Spell. It gives wizards a LOT of extra tactical power, being able to pump out spells that quickly.
Celebrim said:Are you familiar with much strategic theory? 3.0 haste is broken for the same reason that Ancestoral Recall is broken in Magic the Gathering. In MtG, the most important and often most limiting resource you have is the number of cards you have. In D&D, the most important and most limiting resource you have is the number of actions you have. The 3.0 version of haste effectively doubles your power, and throws in alot of nice bonuses besides.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.