Fiddling with haste

I disagree; the reason a hasted fight (for the purpose of this discussion, I'm speaking as if the characters are in some kind of speed-time bubble, rather than both independently moving faster than those uninvolved; that doesn't change anything but makes my wording cleaner) would end sooner is that the number of blows per unit external time increases, while in internal time, the characters are doing nothing different.
Thus, in external time, the fight still will be over sooner, but not because of the duellists' increased prowess - they're just extra-special fast.
This gives me an idea for a spell that puts two characters in "time-stop land", where they can fight out a duel in the time it takes everyone else to take a breath.
 

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threefallentrees said:
I disagree; the reason a hasted fight (for the purpose of this discussion, I'm speaking as if the characters are in some kind of speed-time bubble, rather than both independently moving faster than those uninvolved; that doesn't change anything but makes my wording cleaner) would end sooner is that the number of blows per unit external time increases, while in internal time, the characters are doing nothing different.
Thus, in external time, the fight still will be over sooner, but not because of the duellists' increased prowess - they're just extra-special fast.

And this contradicts what I said... how?
 

Personaly, my only problem with haste is that, per the rules as written, it's effectivly a free action to cast it on yourself, since as soon as you get haste on you you get your extra partial action... So I've zeroed it such that you don't gain the benifit of the extra action if it's cast during or after your initiatve count until your next action.

In game terms this is explained as that you need to move in the accelerated time-frame for a full round of real-time before the extra time 'builds up' for the partial action...


How long would spontanious casting of meta-magiced spells take with your version, Hong? Dosn't seam covered as written...
 

Destil said:
How long would spontanious casting of meta-magiced spells take with your version, Hong? Dosn't seam covered as written...

It goes from being a full-round action to a standard action.
 

hong said:


It goes from being a full-round action to a standard action.
So there's no diffrence in casting times between Summon Swarm and a Maximized Fireball then? Just a bit curious about it, since you do sort of loose a very minor distinction of Full Round action and X full rounds casting time...
 

Destil said:
So there's no diffrence in casting times between Summon Swarm and a Maximized Fireball then? Just a bit curious about it, since you do sort of loose a very minor distinction of Full Round action and X full rounds casting time...

Yep. The distinction doesn't strike me as something to lose too much sleep about, at least not when hasted.
 



Nerf?

Sorry, but I fail to see the difference for spellcasters, maybe I'm missing something obvious.

Old Haste: Extra partial (standard) - 1 extra spell first round, 2 every other round

Hong Haste: Spells cast faster - 1 extra spell first round, 1 hasted spell and one regular standard every round.

As someone else mentioned, youre essentially giving spellcasters more mobility, since now they can cast 2 spells/round (1 hasted, 1 with standard action) and they have 2 move-equivelents to boot.

I like the attack bonus.

So, whats the difference?

Technik
 

Apparently, hong meant that a hasted caster will cast his faster faster (thus having more options for movement or whatever), but still not be able to cast 2 per round unless using quicken spell. However, I'd agree that from the spell description in the first post, it looks as if a hasted caster could cast one action spell reduced to a free action, and cast another spell.

Also, it looks as if haste would rule for characters planning to use both spell casting and attack actions. Cast a spell as a free action, move up to your speed, and launch a full attack with a +4 bonus. Before, even a hasted character would have to choose between moving and casting, although they could use a partial charge, and they wouldn't have a +4 attack bonus either.
 

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