Elder-Basilisk
First Post
Wolffenjugend said:Well, from my perspective, buff spells aren't meant to last through an entire dungeon crawl. Why? Because that would effectively mean the character's stats are ALWAYS 2-5 points higher than they should be. If the magic lasts as long as it's needed (i.e. the dungeon crawl), then the character will have it on the whole time. So what's the point in having magic items or even having lower stats for that matter? I can see having buff spells to get you through the whole battle, but not the whole dungeon.
It sounds like you have a vision problem then. Even minute per level buffs can often last throughout an entire "dungeon" as long as it is relatively small and the party kills first, hustling between battles, and searches only after everything is dead. Ten minute/level buffs will routinely last through annihilating an entire lizardman village, sneaking through the troglodyte warrens, attacking the cultists' secret base, storming the lair of the gnolls, or even exploring the ruins of a castle. As long as you:
1. Know that the dungeon is coming
2. Know when you're going to arrive
3. Know roughly how big it is
4. Have the potential to cast the necessary spells (maybe have the potential to cast minute/level spells twice)
characters WILL generally be buffed for an entire dungeon crawl.
What short duration buffs are not suitable for is:
1. Overland adventures where encounters may or may not occur on any given day.
2. City adventures where short battles are generally interspersed with hours of travel or investigation.
3. Exceptionally large dungeons where exploration takes precedence over battle
4. Unexpected battles (for instance, the orc raiding party that comes back just as you're leaving the dungeon or the bandits who saw adventurers heading into the sinkhole and decided to ambush them when they came out).
5. Defense. If you've got to guard the entryway from an enemy that could attack any time within the next day, short term buffs won't help.
Dungeon Crawls are the worst sample adventure for your case. (Although, it's worth pointing out that, even in 3.0, "all day" buffs rarely were literally all day and consequently were only about 50-60% likely to be up at any given point in an overland adventure (before level 12 or so but at that point most characters in standard magic campaigns had items anyway) and were only 30-50% likely to be active for the standard midnight ambush situations.
And, IMC, it was buff-central every morning. BS, CG, BE, ES, FC every morning - often on the same character. It was ridiculous and it did indeed eat up all the 2nd-lvl spells. Hmmm? Need a cure mod? Sorry, I buffed myself up this morning. Too bad for you...
That's just silly. First of all, by the time a cleric could conceivably have all of those spells up during the morning buff routine (and what cleric wants Fox's Cunning anyway?), Cure Moderate spells aren't what characters need in combat. They need Cure Serious or Cure Critical Wounds spells. And the cleric has them.
Second, as I pointed out before, the only real way in which that has changed is that the cleric now has Cure Mods available but is slightly shorter on the higher level Cure Serious (Magic Vestment) and Cure Critical (Freedom of Movement, Greater Magic Weapon, etc). If the cleric wants to spend all his spells buffing himself, he still can--especially in the dungeon crawl situations that seem to be the focus of your attention. In fact, the cleric who focusses upon buffing himself is likely to have even fewer spells available for healing since he'll have to pack extras of his shorter duration buffs in case they run out. (Such a cleric is, IMO, an idiot for that exact reason, but the cleric who spent all his spells on buffs was foolish even in 3.0).