delericho said:
It is what I would propose. Setting a duration of 'one encounter' allows the DM to have his spellcasters bring up their buff spells without having to work out exactly the optimum order to do so (something the character absolutely would know), and also saves him from tracking six different durations for the six spells used. Multiply that by the number of spellcasters, and it can become an absolute nightmare.
There are two things I don't like about it: First, it means absolutely nothing in the context of the game world. Second, even from a metagame standpoint, its meaning is more than fuzzy: What exactly is an encounter? When does it end? If a character casts a Strength buff to help them jump over a chasm, does the buff end once he's jumped the chasm? What if he jumps the chasm and is ambushed two rounds later by the orcs on the other side? What if he jumps the chasm, waits a couple of minutes, and then goes down a hallway and gets attacked by an orc? What if he's in the middle of a battlefield during a battle which lasts for half a day?
Also: What do you mean by "optimum order"?
Perhaps even better, though, would be some sort of ruling where the durations of the 'buff package' become tied together, such that if you cast them in consecutive rounds, the durations of the earlier spells are 'reset' when the newer spells are cast. That way, they all expire together, and instead of tracking six durations you're tracking one.
In practice, I think you're better off:
(a) Backing off the 3.5 decision that buff spells should only last for a single encounter. This complicates bookkeeping because, if you pop up a buff that lasts for an hour or more, you typically don't have to worry about it in the middle of a combat. It also degrades gameplay, IMO, because it encourages the "rapid flurry of activity followed by 23.5 hours of resting until the clerics can prep their spells again".
(b) Standardizing buff durations (instead of having them based on caster level). This way when the cleric casts three buffs on you and the wizard/rogue casts another couple you don't have two different durations to keep track of.
At that point you don't need any kind of rule to "reset" buff timers: You simply note the order in which the buffs were cast and the time at which the first buff was cast. When the buff duration is up, the first buff drops, followed by a subsequent buff on each round. (Although, if you've extended the durations so that they're not as likely to drop in the middle of combat, you can generally just ignore all this bookkeeping.)
Plus, the dispel checks should also be tied together, such that either the whole package is dispelled, or none of it. This would make book-keeping for the buffs, and also for dispel magic, considerably easier... my fear is that it would make either buffs or dispels, or both, too powerful.
I think a strong case could be made that Dispel Magic could be made a little more versatile, a little less powerful, and a lot less of a hassle. You could boil Dispel Magic down to two discrete choices:
1. Target a specific spell.
2. Target multiple spells within a specific area, but suffer a -1 penalty to your dispel check for every additional spell you're simultaneously attempting to dispel.
In either case, you make a single dispel check for all of the effects you're going after.
Agreed. I nominate seven as the 'magic number'. And I propose they remove the exception that Dodge bonuses stack. And remove Circumstance bonuses entirely - as mentioned above there seems no reason these can't be unnamed. And no more adding new bonus types.
Letting Dodge bonuses stack is probably useful: It's a bonus type that already has special rules associated with it, and it lets you define a stackable bonus that can be stripped away by opponents in specific situations (blunting the advantage of having it stackable). From a game design standpoint, I think it's useful. And managing two special case rules for the bonus type
Again, agreed. Maneuver cards help a great deal here. Nonetheless, I feel the grapple rules should be redone to get as close to the other combat mechanics as feasible. Likewise, the flying rules (although not strictly part of combat) should be looked at with a view to getting as close to the normal movement rules as feasible.
Agreed. The flying chart can actually be simplified quite a bit simply by organizing it better (this helps a lot, IME), but I think a strong case can be made that the flight rules are a lot of crunch with little benefit.
You could probably boil it down thusly while still leaving some valuable crunch: Creatures with perfect flight maneuverability can more in the air just as easily as anyone else can move on the ground. All other creatures have to move a minimum of half their speed each round, can't fly backwards, and have to move 5 ft. for every 45-degree turn (left, right, up, or down) made.