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General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5974673" data-attributes="member: 710"><p>My main issue here isn't really stacking buffs, though that is a topic on its own. It's really more about tracking time with more detail than I like or can handle well. I am really bad at estimated time on a scale larger than rounds (during combat) but smaller than days. </p><p></p><p>Also, on another level - Having spells have exact measurable durations like "1 minute per level" really just sucks the magic out of magic IMO. People could feasibly start measuring spell durations to figure out a spellcasters level! I don't like levels to be an in-game reality like that, and magic being so clearly defined isn't really interesting to me either. </p><p></p><p>Another random idea (well, not really random - magical flight is a potential balance and gameplay issue in my experience):</p><p><strong>Fly</strong></p><p>You or another creature you touch gains 60 ft flight. The spell stays active as long as you and the target are conscious, and neither you nor the target have taken an extended rest.</p><p>Maintaining the spell requires some concentration. If you cast another spell while Fly is still active on the target, the target descends 60 ft. If you do not spend an action on your next turn to stabilize the spell, the target descends another 60 ft and the spell ends. If the target is still in the air, the target falls the remaining height.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5974673, member: 710"] My main issue here isn't really stacking buffs, though that is a topic on its own. It's really more about tracking time with more detail than I like or can handle well. I am really bad at estimated time on a scale larger than rounds (during combat) but smaller than days. Also, on another level - Having spells have exact measurable durations like "1 minute per level" really just sucks the magic out of magic IMO. People could feasibly start measuring spell durations to figure out a spellcasters level! I don't like levels to be an in-game reality like that, and magic being so clearly defined isn't really interesting to me either. Another random idea (well, not really random - magical flight is a potential balance and gameplay issue in my experience): [B]Fly[/B] You or another creature you touch gains 60 ft flight. The spell stays active as long as you and the target are conscious, and neither you nor the target have taken an extended rest. Maintaining the spell requires some concentration. If you cast another spell while Fly is still active on the target, the target descends 60 ft. If you do not spend an action on your next turn to stabilize the spell, the target descends another 60 ft and the spell ends. If the target is still in the air, the target falls the remaining height. [/QUOTE]
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Do you like spell and effect durations?
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