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*Pathfinder & Starfinder
Bring Down the Moon (and other adventuring day extenders)
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4413488" data-attributes="member: 710"><p>A few days ago, I already posted this on my blog, but I didn't get around posting this in the House Rules forum yet.</p><p><a href="http://www.enworld.org/forum/blog.php?b=570" target="_blank">http://www.enworld.org/forum/blog.php?b=570</a></p><p></p><p>So, here's the content of that blog: </p><p></p><p>There have been several discussions on the 15 so-called 15 minute adventure day, including how D&D 4 tries to change that and fails or succeeds in doing so. </p><p></p><p>From my view - the 15 minute adventure day will never go away entirely as long as their are daily powers - but I believe that the new edition has found a few nice way to make the idea of "going longer" less dangerous and more satisfying for players and DMs alike. The biggest limitation in practice seems to be the number of Healing Surges - you might be able to last without daily powers, but once you're out of healing surges, you just have to stop. I think that was absolutely intentional, but that doesn't have to mean that we can't tinker around with it. More Healing Surges primarily lead to one thing: Daily powers become less important, and you have to limit the power level of encounters, since you can't hope on daily powers being available any more. </p><p></p><p>---</p><p></p><p>So, now for some actual rules suggestion revolving around this: </p><p></p><p>First, a Ritual, inspired by an Arcana Evolved spell. </p><p></p><p><strong>Bring down the Moon</strong></p><p>Note: The level limitations is mostly there to ensure that the cost matter at all levels - 400 gp is nothing for a Level 20 group. You could just as well use the same approach as for Raise Dead and just define cost by tier, and maybe that would actually be less prone to abuse. The rituals level limitations also ensure that taking an actual extended rest is a better choice - you won't regain your "big guns" this way...</p><p></p><p>This ritual is perfect if the party is under some strong time constraints but just feels over-extended, and provide a compensation for a DM under-estimating his monsters (or over-estimating the party), and the party just having a string of bad luck or be a little too incompetent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now, for some potions: </p><p><strong>Potions of Clarity</strong></p><p></p><p></p><p></p><p>The Potions of Clarity are based of the Healing Potions, since I didn't know how else to price them. The Potions are unusual in that they require a daily resource to use - magical item uses. I do not think the cost alone would have been sufficient to limit the usefulness of these potions. The advantage of using it based on daily item powers is that it will be restored by milestones, so there is actually some benefit in having multiple of them. </p><p></p><p><strong>Variant Milestone Benefits</strong></p><p>Milestones exist as an incentive to continue adventuring in 4E. The extra action point means you have an alternate resources to the fleeting daily powers. I think it would help to give out more benefits instead. </p><p>The extra daily power means that you can go on longer if you have a few items around...</p><p></p><p>Here are some ideas: </p><p>o Characters regain one Healing Surge.</p><p>Rationale: Action Points might be able to compensate daily powers, but can they compensate the fact that you don't have any more hit points? </p><p>o Characters regain one daily power. </p><p>Rationale: Why not? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Disadvantage is that it might make people rely on the same power too often (the highest level one?), knowing they can safely restore it after the next encounter.</p><p></p><p>P<span style="font-size: 9px">S: </span></p><p><span style="font-size: 9px">If you want some suggestion to adapt this material to 3E - Bring down the Moon is already a spell in Arcana Evolved, so you should just need to buy that book, or create your own write-up.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The Potions could be regular 3E Potions or Elixiers. The generic formula would be that they would be one level above the level of spell that they can restore. You have to pay for the flexibility they provide in 3E, at least that's my idea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">So, you could have a Spell Level 3 Potion (Cost: 750 gp) that would restore one 2nd level spell slot. You might want to go the Elixier Route so you can actually have Clarity Potions for spells beyond level 2...</span></p><p></p><p>---</p><p></p><p>So any comments, critic or other suggestions?</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4413488, member: 710"] A few days ago, I already posted this on my blog, but I didn't get around posting this in the House Rules forum yet. [url]http://www.enworld.org/forum/blog.php?b=570[/url] So, here's the content of that blog: There have been several discussions on the 15 so-called 15 minute adventure day, including how D&D 4 tries to change that and fails or succeeds in doing so. From my view - the 15 minute adventure day will never go away entirely as long as their are daily powers - but I believe that the new edition has found a few nice way to make the idea of "going longer" less dangerous and more satisfying for players and DMs alike. The biggest limitation in practice seems to be the number of Healing Surges - you might be able to last without daily powers, but once you're out of healing surges, you just have to stop. I think that was absolutely intentional, but that doesn't have to mean that we can't tinker around with it. More Healing Surges primarily lead to one thing: Daily powers become less important, and you have to limit the power level of encounters, since you can't hope on daily powers being available any more. --- So, now for some actual rules suggestion revolving around this: First, a Ritual, inspired by an Arcana Evolved spell. [b]Bring down the Moon[/b] Note: The level limitations is mostly there to ensure that the cost matter at all levels - 400 gp is nothing for a Level 20 group. You could just as well use the same approach as for Raise Dead and just define cost by tier, and maybe that would actually be less prone to abuse. The rituals level limitations also ensure that taking an actual extended rest is a better choice - you won't regain your "big guns" this way... This ritual is perfect if the party is under some strong time constraints but just feels over-extended, and provide a compensation for a DM under-estimating his monsters (or over-estimating the party), and the party just having a string of bad luck or be a little too incompetent. ;) Now, for some potions: [B]Potions of Clarity[/B] The Potions of Clarity are based of the Healing Potions, since I didn't know how else to price them. The Potions are unusual in that they require a daily resource to use - magical item uses. I do not think the cost alone would have been sufficient to limit the usefulness of these potions. The advantage of using it based on daily item powers is that it will be restored by milestones, so there is actually some benefit in having multiple of them. [B]Variant Milestone Benefits[/B] Milestones exist as an incentive to continue adventuring in 4E. The extra action point means you have an alternate resources to the fleeting daily powers. I think it would help to give out more benefits instead. The extra daily power means that you can go on longer if you have a few items around... Here are some ideas: o Characters regain one Healing Surge. Rationale: Action Points might be able to compensate daily powers, but can they compensate the fact that you don't have any more hit points? o Characters regain one daily power. Rationale: Why not? ;) Disadvantage is that it might make people rely on the same power too often (the highest level one?), knowing they can safely restore it after the next encounter. P[SIZE="1"]S: If you want some suggestion to adapt this material to 3E - Bring down the Moon is already a spell in Arcana Evolved, so you should just need to buy that book, or create your own write-up. The Potions could be regular 3E Potions or Elixiers. The generic formula would be that they would be one level above the level of spell that they can restore. You have to pay for the flexibility they provide in 3E, at least that's my idea. ;) So, you could have a Spell Level 3 Potion (Cost: 750 gp) that would restore one 2nd level spell slot. You might want to go the Elixier Route so you can actually have Clarity Potions for spells beyond level 2...[/SIZE] --- So any comments, critic or other suggestions? [/QUOTE]
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