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[3.5] In-game explanations for the revision
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<blockquote data-quote="Saeviomagy" data-source="post: 994673" data-attributes="member: 5890"><p>For changes to classes, it'll be not-too difficult. I'd simply let players rebuild their character to match the concept. If the concept is the same, the only thing switching around is the rules.</p><p></p><p>As to changes to magic etc - you COULD let them use the old spells, but with significant, painful drawbacks. For instance polymorph could start having an effect on the casters mind after it's new expiration time. Make sure that the side effects are severe enough that the player will want to stop using the spell when the limit hits.</p><p></p><p>In fact, you could make that a general case for the durations of spells - something in me says it'd be way cooler for a wizard to suddenly start feeling the chill of his frost shield a few rounds before it expires, then suffer severe frostbite once it's duration is up (culminating in the death of the character a round or two later) than to have the spell suddenly wink out of existence with no harm done. Or that stoneskin spell suddenly starts making the wizard feel stiff all over, eventually turning him to stone if he doesn't stop the spell. Or invisibility starts making you intangible as well until you vanish from the world.</p><p></p><p>You'd need to make most of these side-effects work on the caster rather than the subject (otherwise your party would start invisibleing people to death with no save...) and you'd need to add (D) to their durations.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 994673, member: 5890"] For changes to classes, it'll be not-too difficult. I'd simply let players rebuild their character to match the concept. If the concept is the same, the only thing switching around is the rules. As to changes to magic etc - you COULD let them use the old spells, but with significant, painful drawbacks. For instance polymorph could start having an effect on the casters mind after it's new expiration time. Make sure that the side effects are severe enough that the player will want to stop using the spell when the limit hits. In fact, you could make that a general case for the durations of spells - something in me says it'd be way cooler for a wizard to suddenly start feeling the chill of his frost shield a few rounds before it expires, then suffer severe frostbite once it's duration is up (culminating in the death of the character a round or two later) than to have the spell suddenly wink out of existence with no harm done. Or that stoneskin spell suddenly starts making the wizard feel stiff all over, eventually turning him to stone if he doesn't stop the spell. Or invisibility starts making you intangible as well until you vanish from the world. You'd need to make most of these side-effects work on the caster rather than the subject (otherwise your party would start invisibleing people to death with no save...) and you'd need to add (D) to their durations. [/QUOTE]
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[3.5] In-game explanations for the revision
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