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Converting to 3.5 woes...
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<blockquote data-quote="Celtavian" data-source="post: 986654" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p></p><p></p><p>I don't quite understand Andy's reasoning either. I can only assume that his particular experience playing and running the game has given him the impression that 10 minute durations were unwieldy to track and gave to much of an advantage to casters since they might argue that their spell was still in effect due to the inability of a DM to accurately track the spell duration.</p><p></p><p>So I believe this change is completely campaign dependent. My gaming group did not have much trouble eyeballing and tracking 10 minute duration spells. We kept track of the approximate time it takes to explore and scout a dungeon, fully loot treasure, discuss our next course of action, prepare for battle, negotiate with creatures, and any other event that might take time. </p><p></p><p>By keeping a relatively accurate track of time, spells with 10 minute durations usually lasted anywhere from 2 to 4 battles. All in all, this seemed balance to us. The change would only make people slot the <em>Fly</em> spell more or work to obtain magic items that permanently allow flying rather than use their personal spells.</p><p></p><p>Since I feel the change was campaign specific for those folks who have trouble eyeballing 10 minute durations. We will not be adopting this rule since we did not have this trouble. <em>Fly</em> and <em>Invisibility</em> are great scouting spells, and the 1 minute per level duration would be absolutely worthless for scouting purposes. <em>Improved Invisibilty</em> is a great sentry removal, quick scout spell for a party taking down a fortress. This duration won't be changing either.</p><p></p><p>The one thing the Revised edition made quite clear. We all have different views on how this game should be played, and I for one am extremely glad that Third edition is even more friendly to House Rules than any previous edition. I like some of the changesl, but there are many that I will never implement in my games.</p><p></p><p>I don't particularly blame Andy for the changes. Heck, if I had the chance to design games for WotC, I would incorporate as many of my own house rules into the game as I was allowed.. Who doesn't want to see D&D made into their own view of how it should be played?</p></blockquote><p></p>
[QUOTE="Celtavian, post: 986654, member: 5834"] [b]re[/b] I don't quite understand Andy's reasoning either. I can only assume that his particular experience playing and running the game has given him the impression that 10 minute durations were unwieldy to track and gave to much of an advantage to casters since they might argue that their spell was still in effect due to the inability of a DM to accurately track the spell duration. So I believe this change is completely campaign dependent. My gaming group did not have much trouble eyeballing and tracking 10 minute duration spells. We kept track of the approximate time it takes to explore and scout a dungeon, fully loot treasure, discuss our next course of action, prepare for battle, negotiate with creatures, and any other event that might take time. By keeping a relatively accurate track of time, spells with 10 minute durations usually lasted anywhere from 2 to 4 battles. All in all, this seemed balance to us. The change would only make people slot the [i]Fly[/i] spell more or work to obtain magic items that permanently allow flying rather than use their personal spells. Since I feel the change was campaign specific for those folks who have trouble eyeballing 10 minute durations. We will not be adopting this rule since we did not have this trouble. [i]Fly[/i] and [i]Invisibility[/i] are great scouting spells, and the 1 minute per level duration would be absolutely worthless for scouting purposes. [i]Improved Invisibilty[/i] is a great sentry removal, quick scout spell for a party taking down a fortress. This duration won't be changing either. The one thing the Revised edition made quite clear. We all have different views on how this game should be played, and I for one am extremely glad that Third edition is even more friendly to House Rules than any previous edition. I like some of the changesl, but there are many that I will never implement in my games. I don't particularly blame Andy for the changes. Heck, if I had the chance to design games for WotC, I would incorporate as many of my own house rules into the game as I was allowed.. Who doesn't want to see D&D made into their own view of how it should be played? [/QUOTE]
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