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General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
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<blockquote data-quote="frankthedm" data-source="post: 5978209" data-attributes="member: 1164"><p>All the ones you list are fine for spells that require concentration, but those limiters used for other spells range from good to terrible. </p><p></p><p>>"cast a spell"</p><p>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.</p><p></p><p>>"get hit" &"take damage"</p><p>Fantastic for one shot protective spells that BRUTALLY punish the attacker, Like a <em>Shield of Glass</em> 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.</p><p></p><p>>"move a distance" </p><p>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.</p><p></p><p>>"fall asleep or unconscious" </p><p>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.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 5978209, member: 1164"] All the ones you list are fine for spells that require concentration, but those limiters used for other spells range from good to terrible. >"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. >"get hit" &"take damage" Fantastic for one shot protective spells that BRUTALLY punish the attacker, Like a [I]Shield of Glass[/I] 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. >"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. >"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. [/QUOTE]
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Community
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Do you like spell and effect durations?
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