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General Tabletop Discussion
*Pathfinder & Starfinder
I think buff spells are eroding my enjoyment of D&D.
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<blockquote data-quote="TwoSix" data-source="post: 6203677" data-attributes="member: 205"><p>I would say the worst offenders for buffs are those with the trickle down effects, or those that cause a lot of analysis paralysis by providing too many new options. Blessing of Fervor is a Pathfinder spell I'm VERY familiar with that's absolutely awful about this, by providing a menu of five different options that each character can select and change each round. And it affects the whole party.</p><p></p><p>Buff spells I like are those that don't change rolls or numbers, but rather give new tactical options or immunity to a set of options. <em>Freedom of movement</em> is undercosted at 4th level, but a great design. Same thing for <em>fly</em>. <em>Slow</em> is a fantastic debuff spell (debuffs have the same complications as buffs, so I tend to view their design together), because it lowers the tactical options available, but doesn't affect any rolls. <em>Haste</em> would be a much a better spell if it just gave the target a second move action. </p><p></p><p>Also, as a general principle, I'd say spells that cause actual organic physical enhancements (which mechanically usually cause attribute increases, one of the single worst type of buffs for gameplay) should be restricted to polymorph effects, and generally be higher level spells. Polymorphs are also better off as direct physical swaps (like the 5e wildshape) or as all-day effects that can't be dispelled, so they don't have to be recalculated during battle. <em>Enlarge person</em> would be a great spell if it was 3rd level, lasted all day, and had a 10 min casting time.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 6203677, member: 205"] I would say the worst offenders for buffs are those with the trickle down effects, or those that cause a lot of analysis paralysis by providing too many new options. Blessing of Fervor is a Pathfinder spell I'm VERY familiar with that's absolutely awful about this, by providing a menu of five different options that each character can select and change each round. And it affects the whole party. Buff spells I like are those that don't change rolls or numbers, but rather give new tactical options or immunity to a set of options. [I]Freedom of movement[/I] is undercosted at 4th level, but a great design. Same thing for [I]fly[/I]. [I]Slow[/I] is a fantastic debuff spell (debuffs have the same complications as buffs, so I tend to view their design together), because it lowers the tactical options available, but doesn't affect any rolls. [I]Haste[/I] would be a much a better spell if it just gave the target a second move action. Also, as a general principle, I'd say spells that cause actual organic physical enhancements (which mechanically usually cause attribute increases, one of the single worst type of buffs for gameplay) should be restricted to polymorph effects, and generally be higher level spells. Polymorphs are also better off as direct physical swaps (like the 5e wildshape) or as all-day effects that can't be dispelled, so they don't have to be recalculated during battle. [I]Enlarge person[/I] would be a great spell if it was 3rd level, lasted all day, and had a 10 min casting time. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
I think buff spells are eroding my enjoyment of D&D.
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