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General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
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<blockquote data-quote="Tony Vargas" data-source="post: 5978193" data-attributes="member: 996"><p>I agree with TwinBahamut. I particularly like sustained effects. They limit just how much you can layer onto a given combat, reducing tracking burden for the DM, and putting it on the player using the effect (ie, keeping that player engaged, and making his contribution clear each round). Combined with a strict action economy, it could be one way to keep the lid on daily abilities - if dailies that aren't instantaneous consistently require actions to sustain, only so many can be in effect at a time, and a clear way (disabling the creature sustaining them) is available to end them. </p><p></p><p>And I agree that end-of-turn effects ended up being a tad trivial-feeling, for the most part. They work fine for 'set ups,' where a controller makes an enemy vulnerable and/or a leader buffs everyone up, and you all pile on while it lasts. But for anything less proactive, like defense buffs in particular, they're underwhelming.</p><p></p><p></p><p>Ultimately, though, the best (most flexible, DM-friendly) approach to durations might be 'story' based: 'scenes' or milestones or encounters or chapters or stories instead of minutes/hours/days/etc.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5978193, member: 996"] I agree with TwinBahamut. I particularly like sustained effects. They limit just how much you can layer onto a given combat, reducing tracking burden for the DM, and putting it on the player using the effect (ie, keeping that player engaged, and making his contribution clear each round). Combined with a strict action economy, it could be one way to keep the lid on daily abilities - if dailies that aren't instantaneous consistently require actions to sustain, only so many can be in effect at a time, and a clear way (disabling the creature sustaining them) is available to end them. And I agree that end-of-turn effects ended up being a tad trivial-feeling, for the most part. They work fine for 'set ups,' where a controller makes an enemy vulnerable and/or a leader buffs everyone up, and you all pile on while it lasts. But for anything less proactive, like defense buffs in particular, they're underwhelming. Ultimately, though, the best (most flexible, DM-friendly) approach to durations might be 'story' based: 'scenes' or milestones or encounters or chapters or stories instead of minutes/hours/days/etc. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
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