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General Tabletop Discussion
*Dungeons & Dragons
Carefully Introducing encounter based spell management into D&D 3.x
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<blockquote data-quote="Geron Raveneye" data-source="post: 3766273" data-attributes="member: 2268"><p>You could also start modifying some of the lower level spells to have a longer duration and offer their effects all through it. If you do this to spells that are of a more active persuasion, you can see how that will affect the game.</p><p></p><p>For example, change <em>Magic Missile</em> to a duration of 10 minutes/level, giving the caster 1 missile per round with a damage of 1d4+1, but require a ranged touch attack instead of an insta-hit ability. Or make it a 1 hour/level duration, to evaluate how long-term access to a simple per round "magical crossbow" ability affects the wizard's tactics.</p><p></p><p>Same could be done to 0. level spells. Create <em>Cantrip</em>, duration 1 hour/level, range personal, effect: allows the use of every 0. level spell the character knows, one per round, for the duration of the spell.</p><p></p><p>There's a handful of 1st level spells that could work with, which would allow you to evaluate the effects of "long term availability" of certain magical effects on your game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Spells like <em>Color Spray</em> or <em>Sleep</em> shouldn't be available every round, for example, but you could make them rechargable, requiring a minute of recharge time to get them again.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3766273, member: 2268"] You could also start modifying some of the lower level spells to have a longer duration and offer their effects all through it. If you do this to spells that are of a more active persuasion, you can see how that will affect the game. For example, change [i]Magic Missile[/i] to a duration of 10 minutes/level, giving the caster 1 missile per round with a damage of 1d4+1, but require a ranged touch attack instead of an insta-hit ability. Or make it a 1 hour/level duration, to evaluate how long-term access to a simple per round "magical crossbow" ability affects the wizard's tactics. Same could be done to 0. level spells. Create [i]Cantrip[/i], duration 1 hour/level, range personal, effect: allows the use of every 0. level spell the character knows, one per round, for the duration of the spell. There's a handful of 1st level spells that could work with, which would allow you to evaluate the effects of "long term availability" of certain magical effects on your game. :) Spells like [i]Color Spray[/i] or [i]Sleep[/i] shouldn't be available every round, for example, but you could make them rechargable, requiring a minute of recharge time to get them again. [/QUOTE]
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Carefully Introducing encounter based spell management into D&D 3.x
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