Buffs and Maths (mini-rant)

How do you feel about buffs?

  • I hate buff effects.

    Votes: 64 24.3%
  • Whatever, man.

    Votes: 108 41.1%
  • Ph33r my can of spinach.

    Votes: 91 34.6%

I'm going to split my answer. I don't mind the math, and wouldn't mind more, but I do think the buffs are overboard and I'd like to tone them down severely.
 

log in or register to remove this ad

CRGreathouse said:
I'm going to split my answer. I don't mind the math, and wouldn't mind more, but I do think the buffs are overboard and I'd like to tone them down severely.

Word.

I wouldn't mind seeing a reduction in the "types" of bonuses. Rather, I'd like to see most types of buffs stack, but have a limit to the number a given character can have at a single time.
 

Two of my experiences with "buff spells" and other out of combat “buffs” stand out:

1) The players (level 13-15 or so) get an in-game opportunity to ambush a hated foe (we learn his secret location, he doesn't know that we know. etc.). We spend over an hour preparing for the encounter by more or less figuring out every buff spell that anyone could cast. We cast them all. Then we deal 400+ damage to him in the first round of combat (this was 3.0, where Haste was all-powerful). It was the most anti-climactic thing ever.

2) In 3.5, our 17th level party discovers that the Druid can summon Dire Rhinos. Plus he can Animal Growth them. My sorcerer could use a Chain Rod (I think- maybe it was a Mass Version of a spell) to make them all invisible and flying. We proceeded to destroy an army with a half dozen summoned flying, invisible Dire Rhinos. Aside from the fact that we could potentially dispel the Rhinos, they would definitely have destroyed the party in a fight. We use this same tactic against one of the campaign's main enemies (a very powerful evil Titan) and the Rhinos do more damage than the party in defeating him. We develop an inside joke that our answer to any question is “Rhinos”.

3) Next campaign starts. It's Mutants and Masterminds (and now one is Blue Rose). No buff spells, no arsenals of magic items, no abilities that you can use before combat to power your group up to 300% power. If I'm helping people create characters (particularly high level ones), I no longer have to assemble an armory of magic items to make their character effective. It's glorious.
 

Mouseferatu said:
I wouldn't mind seeing a reduction in the "types" of bonuses.
Yes! Yes! Yes! Consolidation would improve so much. Likewise, I'm right on board with your proposal to widen the ability to stack bonus types and limit the total number of buffs.
 

Mouseferatu said:
Word.

I wouldn't mind seeing a reduction in the "types" of bonuses. Rather, I'd like to see most types of buffs stack, but have a limit to the number a given character can have at a single time.

Yes, that's what I'm talking about. Make the spells better, very noticeable (more than +1 to this or that) but with a tight restriction on how many work at a time. Perhaps they could be more specialized, perhaps not -- but either way this would give magic the feel I'm looking for better than the current system.
 

Mouseferatu said:
Word.

I wouldn't mind seeing a reduction in the "types" of bonuses. Rather, I'd like to see most types of buffs stack, but have a limit to the number a given character can have at a single time.

Hmm - I'd prefer merely a reduction in the bonus types. I don't want stacking of named bonuses at all. The existence of the stackable "dodge" bonus is bad design; it should be untyped.

A limit on the buffs that can be active, but all types stacking, is not a good idea IMO. It emphasises the power of buffs, and can cause significant problems. Imagine that you could have four buffs active. A particular group has four bonuses from different sources that add +2 to attack rolls; that's a +8 when you allow them all to stack, which could well double the normal attack bonus.

The number of bonus types also allows such behaviour, which is why I'd like to see them reduced greatly. "Profane" is an absolute joke of a bonus type.

Cheers!
 

While I don't really mind the way buffs work now, and certainly wouldn't want magic reduced to just simple effects (complex tactics are the whole point of being a mage, IMO), I have thought about a buff-simplifying system that might be useful.

1) All effects stack with everything.
2) You get a limited number of slots, based probably on level. Anything that gives you a bonus (magic item, buff spell, permanent spell, etc) takes up a buff slot.
2a) Magic items with multiple effects either take up multiple slots or cost exponentially more.
2b) Slots are based on total number of items, not item category. Have 8 rings if you want.

Eliminates stacking questions, and if you don't want to fiddle around with buffs, just fill all your slots with magic items. Or if you don't like to be defined by items, go around itemless and use more buffs as needed.
 

MerricB said:
Imagine that you could have four buffs active.
Personally, four buffs would be too many. Three would be more preferred... but that's my opinion. Generally, from my experience in countless Living Greyhawk tables folks go shopping for all the types no matter how obscure that the stacking limitation is mostly one a limitation to the time to search sourcebooks for the bonuses that will stack.
 

I like buff spells a lot better than I like magic items. In a wide range of situations they provide a reason to have a spellcaster along that aligns far better with what sorcerors and priests traditionally did.
 

If only someone were working on a Buff Cards project, whereby a caster hands each player a card clearly listing the effects of each Buff he has cast. What a great project that would be!

Oh, wait, someone is! :)
 

Remove ads

Top