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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5 Spells - Far Weaker?
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<blockquote data-quote="Gaiden" data-source="post: 2722503" data-attributes="member: 103"><p>Actually, my experience has been just that. Our group would enter a dungeon (let's say a wererat thieve's guild hideout), cast our buffs, and then we would storm the place not at all playing rationally, but rushing through as fast as possible to maximize the use of our buff spell. When you have PfE, Bull's Strength, Bear's Endurance, Bless Weapon, Aid, Zeal, and enlarge person on your low level paladin (let's say 4th), you either have to play realistically - after the battle, securing the room, with tactical movement forward, or throw realism to the wind to maximize on your short durations just blindly running forward trusting in your buffs to protect you. The result for our group was a massacre of wererats. If I had been the DM, the players would have all ended up dead. There is always the option of just leaving and resting to return the following day, but that from a design perspective seems silly to me and from an in game perspective would never actually work.</p><p></p><p>Also, the shorter durations on buff spells completely changes spell combats. No longer is your first response to cast a targeted dispel on the fighter types, but, rather just to escape for a half hour or so and then come back and womp on your resource-depleted foes. This, of course, in turn prompts people to not cast the buffs in the first place...which sort of defeats the purpose of shortening their duration, doesn't it. (that is correct, that was not a question.)</p></blockquote><p></p>
[QUOTE="Gaiden, post: 2722503, member: 103"] Actually, my experience has been just that. Our group would enter a dungeon (let's say a wererat thieve's guild hideout), cast our buffs, and then we would storm the place not at all playing rationally, but rushing through as fast as possible to maximize the use of our buff spell. When you have PfE, Bull's Strength, Bear's Endurance, Bless Weapon, Aid, Zeal, and enlarge person on your low level paladin (let's say 4th), you either have to play realistically - after the battle, securing the room, with tactical movement forward, or throw realism to the wind to maximize on your short durations just blindly running forward trusting in your buffs to protect you. The result for our group was a massacre of wererats. If I had been the DM, the players would have all ended up dead. There is always the option of just leaving and resting to return the following day, but that from a design perspective seems silly to me and from an in game perspective would never actually work. Also, the shorter durations on buff spells completely changes spell combats. No longer is your first response to cast a targeted dispel on the fighter types, but, rather just to escape for a half hour or so and then come back and womp on your resource-depleted foes. This, of course, in turn prompts people to not cast the buffs in the first place...which sort of defeats the purpose of shortening their duration, doesn't it. (that is correct, that was not a question.) [/QUOTE]
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3.5 Spells - Far Weaker?
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