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Haste spell
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<blockquote data-quote="Stalker0" data-source="post: 567735" data-attributes="member: 5889"><p>I think introducing new kinds of ways to balance spells is fine. After all, if you start looking at all the supplements out there, spells start to look a lot alike since they all work on the same rules. New rules=new kinds of spells=possibility of a good thing.</p><p></p><p>And I wouldn't even say the extra partial action is the reason haste is unbalanced. What I mean is that its not getting one more action a round that's the big prob. Its the fact that there's a huge difference between a standard and a fullaction. The fact that I can take a moveequivalent or standard action, and still get the benefits of a full round action is huge especially at high levels. The move in, and then take 4 attacks for a fighter is one example.</p><p></p><p>With that in mind, I would go with the haste kicks in one the next round solution. That's how I used to play haste until I understood how it actually worked, and I think its a great compromise. It adds the oppurtunity cost mentioned above, and since high level combats are usually very quick, then the player has to seriously consider it. It becomes a useful spell, not a no-brainer spell.</p><p></p><p>If that doesn't fix it (but I think it will) then the delay idea should be tried.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 567735, member: 5889"] I think introducing new kinds of ways to balance spells is fine. After all, if you start looking at all the supplements out there, spells start to look a lot alike since they all work on the same rules. New rules=new kinds of spells=possibility of a good thing. And I wouldn't even say the extra partial action is the reason haste is unbalanced. What I mean is that its not getting one more action a round that's the big prob. Its the fact that there's a huge difference between a standard and a fullaction. The fact that I can take a moveequivalent or standard action, and still get the benefits of a full round action is huge especially at high levels. The move in, and then take 4 attacks for a fighter is one example. With that in mind, I would go with the haste kicks in one the next round solution. That's how I used to play haste until I understood how it actually worked, and I think its a great compromise. It adds the oppurtunity cost mentioned above, and since high level combats are usually very quick, then the player has to seriously consider it. It becomes a useful spell, not a no-brainer spell. If that doesn't fix it (but I think it will) then the delay idea should be tried. [/QUOTE]
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Haste spell
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