ME
1) limited by slots, like items.
It just occurred to me that we already had a part of this in place. You could only have one touch spell active at any one time.
ME
1) limited by slots, like items.
More specifically. Spell Durations expressed in time units like rounds, minutes, hours and so on?
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But could you deal with durations measured by tangible, in-game-world events like "cast a spell", "get hit", "take damage", "move a distance", "fall asleep or unconcious", but not in seconds, rounds, minutes, hours or days?I can't stand durations measured by "encounters", "scenes" or "adventures". They are an artificial and gamist kludge trying to masquerade as "narrative".
Keep in mind that my main concern is actually durations measured in minutes or hours. Rounds are tracked in combat and durations like that are more easily tracked, since you have the turn of initiative allowing yo uto count it.I like durations, preferably expressed in rounds, and have always found them dead simple to track. When the spell starts I jot it down on my notepaper along with the number of rounds it lasts. At the end of each round I add a hash mark to each effect, and if it's done cross it off. One of the reasons I didn't like 4E was that effects don't end at the end of the round, making them considerably more difficult to track by this method.
Conceptually, I like the idea of duration until an event, but it seems like in practice it would be more complicated than the method above.
All the ones you list are fine for spells that require concentration, but those limiters used for other spells range from good to terrible.But could you deal with durations measured by tangible, in-game-world events like
One will certainly have to take care for what spells they apply and consider who can use the spells.All the ones you list are fine for spells that require concentration, but those limiters used for other spells range from good to terrible.
I think of spells like Tenser's Transformation or that Cleric spell that boosts melee damage. Temporarily, you may find them useful as you are almost as good as a Fighter, but you will likely need spells later. But this is clearly a case where we have to make sure that doesn't suffer from such a restriction can get the spell. But D&D Next could provide guidelines for this and suggest DMs to take a very close look.>"cast a spell"
Potentially overpowered for a non dedicated caster, cast it and it can last all day. Otherwise unless the spell is so strong you don't NEED to do your job, that is casting spells, then the spell is now KEEPING you from doing your job.
"Take Damage" may not necessarily be "any damage" but take "X amount" damage. So a caster may not be able to maintain flight if he has suffered 30 points of damage or so - this allows people to bring flying casters to the ground, but not hinder regular exploration and give them some time to really shine.>"get hit" &"take damage"
Fantastic for one shot protective spells that BRUTALLY punish the attacker, Like a Shield of Glass that when broken shreds the attacker for significant damage. Terrible for most other combat spells since then the spell will be lost when you most likly NEEDED it. And putting this on non combat spells means the players who sat down at the table for combat are at odds with those who have these spells going.
My tendency is to think that involuntary movement would need to be controlled in some way, and the rule would probably be "make a check if you move or are moved". In other ideas, I use the concept of a "Caster Check", which is basicaly an ability check on your spell casting ability score, against DCs based on spell level. Something like 5+Spell Level (for checks that are meant as minor risks), 10 + Spell Level (for more significant risks) and 15 to 20 + spell level (for stuff you normally won't rely on making.)>"move a distance"
Perfect if the spell is an immobile barrier or a "Last Stand" type spell. Maybe a summoned siege weapon might work too. Otherwise you'll get bull rushed out of the spell. And if getting shoved by others DOESN'T break the spell, then a crafty player will finagle a way to cart the mage around.
I don't necessarily agree that all day buffs are a mistake. They should just not be too straightfoward like those +4 to ability score spells.>"fall asleep or unconscious"
The 3Era showed the mistake of all day buffs. Plus this duration will get players trying to milk the rules of [not} sleeping. Also Unconscious should always be a single step away from Dead, so that is the worst time for a spell to fail.