[Haste] The new information

At least for me, I've found that rewriting the entire spell, top to bottom, isn't necessary - I just needed to clarify this rule: "Spellcasters can cast a maximum of two spells per round; one quickened, one normal. Haste does not get around this, but it does allow you more flexibility in terms of what point in a round you cast them. For example, you could take a double move, and then use your partial haste action to cast a normal spell, and a free action to cast a quickened spell."
 

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Destil said:
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).

I agree, that's what I'm implementing. Plus Slow does the reverse (but no damage penalty). I'm keeping Haste only affects 1 person, Mass Haste does multiples, otherwise it's still OTT at 3rd level given there's no Aging penalty.
 

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

You don't think that the arcane prep requirement might be justified considering how much more useful quicken spell is for sorcerers? Its what I've been leaning towards lately anyway.

Sorcerers do have a lot more high lvl spell slots to swap out for metamagicked spells...

-Skaros
 

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

Odd. Our group has always had someone with haste. We've never seen a need to use it for the casters. It's main purpose is to augment the fighter types.

This change seems much more likely to make it "the first spell cast".
 

Mercule said:


Odd. Our group has always had someone with haste. We've never seen a need to use it for the casters. It's main purpose is to augment the fighter types.

This change seems much more likely to make it "the first spell cast".

Very strange indeed. Haste was a fantastic spell to cast on yourself....turns you into 2 spellcasters for the duration, and makes the combat end that much quicker, with less rounds of damage being done by the enemy.

-Skaros
 

Skaros said:


Very strange indeed. Haste was a fantastic spell to cast on yourself....turns you into 2 spellcasters for the duration, and makes the combat end that much quicker, with less rounds of damage being done by the enemy.

-Skaros

I think it is more valuable for figher-types personally. A caster will eventually run-out of spells to cast, if he chooses to unload his entire repitoire. A fighter on the other hand, will never "run out" of attacks. They can continuously attack or get into position as long as the spell lasts. Once a caster is all out of spells, then what good is the remaing haste effect for them? No better than it is for anyone else... actually worse since a fighter would still be able to fight.
 

HellHound said:

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 ?

To make it easier, I've started writing down the actual crit damage that I do, so I don't have to think about it as much.

It will then look like (for a +5 Holy Keen Bastard Sword, with a PC with Str 20 wielding 2-handed and having IC: Bastard Sword):

+25, +20, +15 d10+12+2d6H 15-20/ 2d10+24+2d6H

It's not that much of a difference, and I'd still have it shortened into a multiplier, but it might help for people who're slow with math.

Brad
 

Well, the value of haste for casters versus non casters depends on the situation.

If running out of spells isn't much of an issue, either because the caster has tons of spells (mid-high level sorc, especially), because only a few major battles are expected, or because you have superior strategic mobility and can withdraw without reprisals when you need to regain spells, then haste is pretty spiffy for casting types. Also, in ambush type situations, an unprepared caster usually quickly turns into a dead caster - haste can buy you the time you need to survive, even if you have no spells left later.

But 3.0 haste is good for everyone. That's why Mass Haste is especially good, and so is Slow.
 

Question.

So the new haste adds (one Move or one attack or one move-equivalent)?

So no way you could use say two wands.

Just trying to think of what can be done with the move-equivalent other than a move.

-Draw/sheath weapon
-Retreave a item
-Relaod a light/hand crossbow


Hmm mind is going blank.
 

Destil said:
... 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).

first off, i haven't read the whole thread. this just caught my eye and gave me an interesting idea for a house rule:

what if the spell granted you a pool of +4 points, that you could distribute as you saw fit between to hit and AC. y'know concentrate on either offense or defense. you'd probably have to declare at the start of your round.

~NegZ
 

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