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<blockquote data-quote="jgsugden" data-source="post: 9138755" data-attributes="member: 2629"><p>Is your goal to have the longer storytelling elements that has the PCs take a long rest 'between adventures' and a short rest once per day - or merely to have them take the right number of encounters per adventuring 'day' (LR)? </p><p></p><p>If the goal is really to get them to have the right number of encounters per LR, then you may want to consider alternative means to accomplish this that do not require so much rebalancing. If, for example, they have a little less than 2 hours to rescue their goal before something bad happens - well, that means they have to work their way through all the challenges you set before them with no more than 1 SR. </p><p></p><p>Putting that aside and assuming you actively want the longer storytelling aspects where PCs need to be safe for a week to take a long rest, I suggest looking at what Baldur's Gate 3 has done with magic for inspiration on how to treat spell durations. Their approach to making spells last until the LR works really well for many spells. My version would be that any spell that had a 'per the book' duration that lasted for over an hour would last a week. If it required concentration, it could be 'resumed' after a overnight short rest. </p><p></p><p>In my setting I also have a few spells that take effect when cast and have a duration of "until you elect to recover the spell slot used to cast this spell during a long rest". For example, I have a mage armor equivalent that grants you an AC of Dexterity bonus + 12 + 1 per level of the spell slot used to cast the spell. When you take damage the mage armor also takes damage. For each 10 hp damage it takes, the AC bonus reduces by 1, but recovers at 1 per round. When cast it lasts until dispelled, or until you elect while taking a long rest to recover the spell slot. You can choose not to recover the spell slot and just have the spell continue. Essentially, you sacrifice a spell slot to have the spell cast permanently. </p><p></p><p>I have a bunch of these types of spells that grant similar abilities to Mirror Image, Jump, Longstrider, Expeditious Retreat, Spider Climb, Fly, etc... but with some limitations the original spell does not have. I even have ones that automatically cast counterspell at spells that meet certain criteria. For example, one that does a counterspell effect against any evocation cast within 60 feet of you.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9138755, member: 2629"] Is your goal to have the longer storytelling elements that has the PCs take a long rest 'between adventures' and a short rest once per day - or merely to have them take the right number of encounters per adventuring 'day' (LR)? If the goal is really to get them to have the right number of encounters per LR, then you may want to consider alternative means to accomplish this that do not require so much rebalancing. If, for example, they have a little less than 2 hours to rescue their goal before something bad happens - well, that means they have to work their way through all the challenges you set before them with no more than 1 SR. Putting that aside and assuming you actively want the longer storytelling aspects where PCs need to be safe for a week to take a long rest, I suggest looking at what Baldur's Gate 3 has done with magic for inspiration on how to treat spell durations. Their approach to making spells last until the LR works really well for many spells. My version would be that any spell that had a 'per the book' duration that lasted for over an hour would last a week. If it required concentration, it could be 'resumed' after a overnight short rest. In my setting I also have a few spells that take effect when cast and have a duration of "until you elect to recover the spell slot used to cast this spell during a long rest". For example, I have a mage armor equivalent that grants you an AC of Dexterity bonus + 12 + 1 per level of the spell slot used to cast the spell. When you take damage the mage armor also takes damage. For each 10 hp damage it takes, the AC bonus reduces by 1, but recovers at 1 per round. When cast it lasts until dispelled, or until you elect while taking a long rest to recover the spell slot. You can choose not to recover the spell slot and just have the spell continue. Essentially, you sacrifice a spell slot to have the spell cast permanently. I have a bunch of these types of spells that grant similar abilities to Mirror Image, Jump, Longstrider, Expeditious Retreat, Spider Climb, Fly, etc... but with some limitations the original spell does not have. I even have ones that automatically cast counterspell at spells that meet certain criteria. For example, one that does a counterspell effect against any evocation cast within 60 feet of you. [/QUOTE]
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