A Haste experiment

Ferox4

First Post
Tomorrow we're going to implement a dilluted version of Haste. Instead of bumping it to a higher level or adopting the alleged 3.5 fix (move actions only with the extra partial action) we are merely going to drop the duration from 1 round/level to 2 rounds + 1 round/3 levels.

I am curious if anyone has done this in their campaigns and if so, how did it work?
 

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With many major fights at higher levels lasting all of 3 to 4 rounds, I can't see it helping things much.
 

If you're going to try a few different methods, could you test something I've been thinking about?

If the problem with Haste is that its almost always a no-brainer to use, I'd like to see what happens if there's a cost to the spell beyond just the use of resources. What I've thought of is that, when the Haste expires, it could cause fatigue - which makes a fairly severe penalty for overusing Haste without really changing things for the occasional really serious battle.
 

As long as we're haste fix testing, my proposed solution: Make the casting a full round action. I havn't gotten a chance to test this yet, myself, since the sorcerer and psion (allowing it as a 4th level psycoportive power) arn't high enugh yet.
 
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