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Haste question
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<blockquote data-quote="Mannahnin" data-source="post: 9640238" data-attributes="member: 7026594"><p>Casting in OD&D, B/X and AD&D precludes moving in the same round, although magic items can usually be used while moving. In playing a lot of OSR in the last several years that's presented a lot of interesting tactical limitations. Making it a full-round action so allowing a 5' step in 3.x is more forgiving than that. It at least allows a caster to pop around a corner or doorframe and get a spell off.</p><p></p><p>I do tend to find that Haste is just one of those spells that is extremely good to the point of obligatory in most editions. Kind of like how Celerity was broken in Vampire: The Masquerade. Getting more actions than other people is just always stupidly good.</p><p></p><p>Ben Riggs had a conversation on his Reading D&D Aloud podcast with Jonathan Tweet and Rob Heinsoo in which Jonathan opined that the spell tends to be boring in a way as well, in that it's just letting you do more things rather than new and interesting things. </p><p></p><p>Addressing both of those complaints, I think Original Edition Delta for OD&D makes a pretty nice choice in interpreting it as literally just making it the reverse of Slow per Chainmail (which is all it says in OD&D)- in both cases each allows(forces) an entire unit of troops (/party) to move twice as fast (or half speed), but this doesn't give them more or fewer actions. This avoids the issue of being overpowered from an action economy standpoint, but does have tactical uses. Or even strategic ones if the duration is long enough (three Turns in OD&D).</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9640238, member: 7026594"] Casting in OD&D, B/X and AD&D precludes moving in the same round, although magic items can usually be used while moving. In playing a lot of OSR in the last several years that's presented a lot of interesting tactical limitations. Making it a full-round action so allowing a 5' step in 3.x is more forgiving than that. It at least allows a caster to pop around a corner or doorframe and get a spell off. I do tend to find that Haste is just one of those spells that is extremely good to the point of obligatory in most editions. Kind of like how Celerity was broken in Vampire: The Masquerade. Getting more actions than other people is just always stupidly good. Ben Riggs had a conversation on his Reading D&D Aloud podcast with Jonathan Tweet and Rob Heinsoo in which Jonathan opined that the spell tends to be boring in a way as well, in that it's just letting you do more things rather than new and interesting things. Addressing both of those complaints, I think Original Edition Delta for OD&D makes a pretty nice choice in interpreting it as literally just making it the reverse of Slow per Chainmail (which is all it says in OD&D)- in both cases each allows(forces) an entire unit of troops (/party) to move twice as fast (or half speed), but this doesn't give them more or fewer actions. This avoids the issue of being overpowered from an action economy standpoint, but does have tactical uses. Or even strategic ones if the duration is long enough (three Turns in OD&D). [/QUOTE]
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