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Effects lasting until the end of the encounter, w00t!
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<blockquote data-quote="Imban" data-source="post: 3938903" data-attributes="member: 29206"><p>Yeah, a reasonable referee would treat it like that, but the typical "dungeon" setup in D&D always seemed to encourage the people I played with to steamroll as many encounters as possible while they were gloriously glowing and buffed, then come back to pick over the loot after they were delayed or finished today's murderous work. Even with all round/level spells at level 13 or so, you could easily wipe out some low-end enemies (3 rounds), dash to the next encounter (2 rounds), and then wipe out another group (6 rounds) before your buffs wore off. Of course, this mandated tracking exact round counts outside of combat, so it might not have been for everyone.</p><p></p><p>Specifically encounter-based durations eliminate the ability to come into an encounter still glowing with the magic you cast less than a minute ago. Granted, if a lot of those buffs are going to be available for use as quickly as they wore off, the problem with that is largely eliminated.</p><p></p><p></p><p></p><p>Umm, it's mechanically specific to Exalted's combat system and so not relevant to 4e - in short, activating some of these buffs would eliminate your ability to take defensive actions until your next turn, which in certain situations would result in your being immediately slain with no chance to resist.</p></blockquote><p></p>
[QUOTE="Imban, post: 3938903, member: 29206"] Yeah, a reasonable referee would treat it like that, but the typical "dungeon" setup in D&D always seemed to encourage the people I played with to steamroll as many encounters as possible while they were gloriously glowing and buffed, then come back to pick over the loot after they were delayed or finished today's murderous work. Even with all round/level spells at level 13 or so, you could easily wipe out some low-end enemies (3 rounds), dash to the next encounter (2 rounds), and then wipe out another group (6 rounds) before your buffs wore off. Of course, this mandated tracking exact round counts outside of combat, so it might not have been for everyone. Specifically encounter-based durations eliminate the ability to come into an encounter still glowing with the magic you cast less than a minute ago. Granted, if a lot of those buffs are going to be available for use as quickly as they wore off, the problem with that is largely eliminated. Umm, it's mechanically specific to Exalted's combat system and so not relevant to 4e - in short, activating some of these buffs would eliminate your ability to take defensive actions until your next turn, which in certain situations would result in your being immediately slain with no chance to resist. [/QUOTE]
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Effects lasting until the end of the encounter, w00t!
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