Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 5983585" data-attributes="member: 54877"><p>Note that the old D&D spell durations worked a lot better in the original, where if you played according to the rules, did have fairly rigorous time tracking outside of combat. That's part of the whole point of those 10 minute "turns"--and meant that a lot of things you could do six of with those 1 hour spells, assuming no combat interrupted. As soon as the game removed turns, the standard spell durations automatically became a somewhat poorer fit.</p><p> </p><p>With the Next spells scaling by spell slot instead of caster level, I wouldn't mind seeing some more rapid scaling to fit that kind of power change, similar to the way the Hero time chart works. That is, instead of some spell being 1 round/caster level, you start it off at something 1 round, scale it to 1 fight (minute) in a higher level slot, and then eventually, if appropriate, allow it to scale into an all-day thing. A <em>shield</em> spell you keep up all day might be worth a 5th level slot or so. Though it would be a good idea if such spells also had other conditions that caused them to go away, ablate, etc. </p><p> </p><p>But I think the thing that might really cut out a lot of the busy work is some kind of sliding "free spells" threshold coupled with a concentration/sustain mechanic. For example, however you measure spells that are supposed to last several rounds (1 fight), if you set the threshold at 2, then each caster can maintain 2 such spells without tracking time. They still are assumed to run out in about the time indicated, but if the fight lasts a few more rounds than strictly fit, the caster is assumed to have "pushed" the spell to last a bit longer.</p><p> </p><p>The purpose to this is that you only then need to track more precise durations for spells cast over this threshold. So if you like tracking such details, you set the threshold at zero and track them. If you don't, set the threshold at 5 or even 10 and don't bother ever tracking. If you want to mainly ignore it, but put an upper limit for verisimilitude, game balance, or any other such reason, set the threshold where it works best for your group. </p><p> </p><p>Think of this last idea as the equivalent of only checking encumbrance values for the big or important items and simply eyeballing the rest. As soon as you set up a dual system like that, important versus not important, you can move the cut off where you want.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5983585, member: 54877"] Note that the old D&D spell durations worked a lot better in the original, where if you played according to the rules, did have fairly rigorous time tracking outside of combat. That's part of the whole point of those 10 minute "turns"--and meant that a lot of things you could do six of with those 1 hour spells, assuming no combat interrupted. As soon as the game removed turns, the standard spell durations automatically became a somewhat poorer fit. With the Next spells scaling by spell slot instead of caster level, I wouldn't mind seeing some more rapid scaling to fit that kind of power change, similar to the way the Hero time chart works. That is, instead of some spell being 1 round/caster level, you start it off at something 1 round, scale it to 1 fight (minute) in a higher level slot, and then eventually, if appropriate, allow it to scale into an all-day thing. A [I]shield[/I] spell you keep up all day might be worth a 5th level slot or so. Though it would be a good idea if such spells also had other conditions that caused them to go away, ablate, etc. But I think the thing that might really cut out a lot of the busy work is some kind of sliding "free spells" threshold coupled with a concentration/sustain mechanic. For example, however you measure spells that are supposed to last several rounds (1 fight), if you set the threshold at 2, then each caster can maintain 2 such spells without tracking time. They still are assumed to run out in about the time indicated, but if the fight lasts a few more rounds than strictly fit, the caster is assumed to have "pushed" the spell to last a bit longer. The purpose to this is that you only then need to track more precise durations for spells cast over this threshold. So if you like tracking such details, you set the threshold at zero and track them. If you don't, set the threshold at 5 or even 10 and don't bother ever tracking. If you want to mainly ignore it, but put an upper limit for verisimilitude, game balance, or any other such reason, set the threshold where it works best for your group. Think of this last idea as the equivalent of only checking encumbrance values for the big or important items and simply eyeballing the rest. As soon as you set up a dual system like that, important versus not important, you can move the cut off where you want. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do you like spell and effect durations?
Top