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Brainstorming on spell fixes
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<blockquote data-quote="Herremann the Wise" data-source="post: 5471180" data-attributes="member: 11300"><p>Hello Dannyalcatraz and everyone,</p><p></p><p>Excellent idea for a thread! (I can't XP you again for a while yet). Empirate has really gone wild with astute suggestions so I might try a slightly different tack.</p><p></p><p>There is a very important division in spells based upon casting time. One group forms combat spells (having a casting time of swift, standard, full round, one round). These are spells that are easily craft and cast within the combat environment. The other group forms rituals (borrowing 4e's terminology for the moment). Rituals have a casting time above 1 round (with Restoration's 3 round casting time being the quickest casting time and then obviously moving upwards from there). Now while rituals cannot reasonably be cast in combat, they still impact on combat in quite dramatic ways.</p><p></p><p>I think there are quite a few spells that for want of a better phrase are a pain in the arse to adjudicate when cast, slowing the game down while unfamiliar players adjust to the spell and its particulars. These spells are typically character transformations that require a series of multiple adjustments and notes. Essentially, these spells should be forced into rituals and out of casting range in combat by changing their casting time. This ensures that they are cast "pre-combat" (when such adjustments to character sheets make sense) to garner an in-combat benefit.</p><p></p><p>Flavour-wise, you are most likely looking to add some sort of significant material component or focus to rituals as well. Rituals should feel like rituals and not just spells. I think making rituals have a standard duration (rather than one based upon caster level) is important for clarity. It allows one to have a series or chain of rituals that scale more appropriately for in game balance.</p><p></p><p>And so I think emphasizing this distinction in casting time to effectively ritualize many existing spells is an important step in providing clarity and ease during combat. The question now becomes which ones - a post for another day.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5471180, member: 11300"] Hello Dannyalcatraz and everyone, Excellent idea for a thread! (I can't XP you again for a while yet). Empirate has really gone wild with astute suggestions so I might try a slightly different tack. There is a very important division in spells based upon casting time. One group forms combat spells (having a casting time of swift, standard, full round, one round). These are spells that are easily craft and cast within the combat environment. The other group forms rituals (borrowing 4e's terminology for the moment). Rituals have a casting time above 1 round (with Restoration's 3 round casting time being the quickest casting time and then obviously moving upwards from there). Now while rituals cannot reasonably be cast in combat, they still impact on combat in quite dramatic ways. I think there are quite a few spells that for want of a better phrase are a pain in the arse to adjudicate when cast, slowing the game down while unfamiliar players adjust to the spell and its particulars. These spells are typically character transformations that require a series of multiple adjustments and notes. Essentially, these spells should be forced into rituals and out of casting range in combat by changing their casting time. This ensures that they are cast "pre-combat" (when such adjustments to character sheets make sense) to garner an in-combat benefit. Flavour-wise, you are most likely looking to add some sort of significant material component or focus to rituals as well. Rituals should feel like rituals and not just spells. I think making rituals have a standard duration (rather than one based upon caster level) is important for clarity. It allows one to have a series or chain of rituals that scale more appropriately for in game balance. And so I think emphasizing this distinction in casting time to effectively ritualize many existing spells is an important step in providing clarity and ease during combat. The question now becomes which ones - a post for another day. Best Regards Herremann the Wise [/QUOTE]
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