[Haste] The new information

Mort

Legend
Supporter
On the newest Mortality Radio, Ed Stark revealed a whole slew of info on 3.5. For a good breakdown see this thread .

One of the things he talked about (albeit briefly) was the 3.5 haste.
Keeping in mind we still don’t know the full story (and hoping to avoid “the sky is falling” attitude previously generated by this type of topic); what do people think about the fact that Haste will now affect multiple people – giving them an extra attack, extra movement and extra AC (but no ability to cast 2 spells per round)?

Discuss.
 

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This has kinda been talked to death, but basically my position is this:

It may not be the first spell cast in every single combat anymore. That indicates a fix to me.
 

It affects multiple people now? Well in my opinion that makes it more powerful than the previous version. More teamplay oriented, but still.
 

Wormwood said:
This has kinda been talked to death, but basically my position is this:

It may not be the first spell cast in every single combat anymore. That indicates a fix to me.

Well that's the problem really. It's been talked to death with the tidbits that have been leaked not with the correct information.

Specifically (and I checked) all the talk recently was about the "nerfed" Haste, without the new info that it will affect multiple targets (making me wonder what will happen to mass haste).

I think this changes things enough to warrent a new look.
 
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It's ok with me, but giving out an EXTRA move action is a bit much imho. something like stacking +20 foot movement would have been enough. I also hope they remove any spell (or change it for that matter) that multiplies movement or any other gamemechanic. Multipliers are simply not part of the core mechanics and should be thrown out.
Please stick to the + (bonus) thingy.
Like extra movement, magic items + spells should stack but give out only fixed movement boni. (+20 +30 feet is more than ENOUGH)
 

Mort said:


Well that's the problem really. It's been talked to death with the didbits that have been leaked not with the correct information.
Agreed. Sorry if I came off dismissive, it wasn't intended.

Less power for casters, more actions for the group. A good mix, in my opinion.
 

Wormwood said:
It may not be the first spell cast in every single combat anymore. That indicates a fix to me.

If it affects everyone in the party, to the contrary, it may be still the first spell to be cast in a combat (unless opponents are faraway enough for a fireball, of course).

However, the spell will stop being useful for the arcane spellcaster. Which is, by all definitions and accounts, a "fix".
 


Sorcerers need to be able to quicken without arcane preparation for this to work, IMHO.

However, I think Haste should also provide +2 to attacks as well as +2 to AC. Two people moving in the same accelerated timeframe shouldn't have any harder time hitting each other (like size bonuses to hit and AC negeating each other with like sized creatures).
 

Simulacrum said:
Multipliers are simply not part of the core mechanics and should be thrown out.

That's why they included rules for multiple multipliers in the core rules, beccause it -isn't- a part of the core mechanics?

So what should be done with Critical Hits then, turn it into a flat bonus damage of 1d6 for x2 weapons, and increasing by 1d6 for each additional multiplier (so it becomes a flat adder)?

So a club would be 20 / +1d6
and a sword 19-20 / +1d6
and a scythe 20 / +3d6 ?
 

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