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Community
General Tabletop Discussion
*Pathfinder & Starfinder
An alternative spell duration mechanic (saving throws vs defence)
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<blockquote data-quote="Zustiur" data-source="post: 5986699" data-attributes="member: 1544"><p>On the first point, I have to admit that I'm comparing more with 3E than 4E. I mean that in 3E, once the spell has affected you, you're stuck until the duration runs out. This mechanic replaces the 'xdY turns' spell duration whilst also looking a bit like the 'save ends' mechanic of 4E. In practice may have more in common with 3E's spell duration than 4E's 'save ends'.</p><p></p><p>I'm also uncertain about the spell level being part of the attack roll/DC. I listed that more as a starting point. I fully expect numbers and exact details of the mechanic will need alteration. I didn't want to clutter up the first post with too much detail - rather get the idea out in the open first and see how people react. I agree with you; StatMod + Spell Level looks too powerful given what we know so far of 5E's saves. Perhaps it should simply be d20 + StatMod. Or perhaps individual spells should have different modifiers, where the greater the effect, the harder it is to 'hit'.</p><p></p><p>The key components are really: Attack vs Defence, followed by duration determined by saving throw. That is 4E's method, but my mechanic skews the total spell duration look more familiar to players of 3E.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5986699, member: 1544"] On the first point, I have to admit that I'm comparing more with 3E than 4E. I mean that in 3E, once the spell has affected you, you're stuck until the duration runs out. This mechanic replaces the 'xdY turns' spell duration whilst also looking a bit like the 'save ends' mechanic of 4E. In practice may have more in common with 3E's spell duration than 4E's 'save ends'. I'm also uncertain about the spell level being part of the attack roll/DC. I listed that more as a starting point. I fully expect numbers and exact details of the mechanic will need alteration. I didn't want to clutter up the first post with too much detail - rather get the idea out in the open first and see how people react. I agree with you; StatMod + Spell Level looks too powerful given what we know so far of 5E's saves. Perhaps it should simply be d20 + StatMod. Or perhaps individual spells should have different modifiers, where the greater the effect, the harder it is to 'hit'. The key components are really: Attack vs Defence, followed by duration determined by saving throw. That is 4E's method, but my mechanic skews the total spell duration look more familiar to players of 3E. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
An alternative spell duration mechanic (saving throws vs defence)
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