WizarDru
Adventurer
I would like the return of long-duration spells.
I fully recognize the issue of confusing durations, burdensome bookkeeping and meta-game issues that some of these things can generate. Having played a 3/3.5E game from 1st to 30th level, I DIG. But I find the spell durations and magical effects of 4E go too far in the other direction. They render spells weak to make them regular effects or so combat focused that much of the utility of spells (and, dare I say it, their magic) is diminished or totally removed.
In large part, what I'm hearing as criticisms of long-duration spells is really people complaining about long duration BUFFS. Lord knows that 4E's tons of stacking and variable effects and statuses do absolutely nothing in my mind to relieve that burden. When I look at a target on the field who is bloodied, slowed, flanked, currently cannot take opportunity attacks, is cursed, has a mark, takes -2 to attacks until Player X's next turn, is taking 2 points of ongoing fire damage, has one power that may recharge on his turn and is poisoned? I'm not feeling like 4E has actually simplified my game as much as I'd hoped.
The issue of calculating and recalculating bonuses and attacks is in all versions. 4E's math is mostly simplified, but when one of my players has to sit reviewing her sheet to make sure it's correct and another one still uses an Excel spreadsheet....I don't think we really saw a shift in my group. I fully agree that buffs in 3E and many spells did become permanent effects by high-level. The mage had a permanent polymorph, elemental protections and stat buffs that he renewed once or twice daily, as needed. And, of course, one Dispel or Greater Dispel could potentially throw all those calculations off.
I can understand wanting to remove those effective perma-buffs, as we called them. What I DON'T like is transforming so many spells into things like rituals, making them more like one-shot magic items that often take so long to use as to be no fun at all. Ritual use is so rare in the game that it was actually an event when the party 10th level wizard broke one out last game. That seems odd, to me. Spells with non-combat applications seem to have taken it on the chin in 4E and I'd like to see something more like a hybrid of 3E and 4E's approach. More diversity in spell options, with less problematic 24-hour Greater Polymorphs and Improved Strengths and what have you.
I suspect removing or limiting variable spell durations would go a long way to addressing those criticisms.
I fully recognize the issue of confusing durations, burdensome bookkeeping and meta-game issues that some of these things can generate. Having played a 3/3.5E game from 1st to 30th level, I DIG. But I find the spell durations and magical effects of 4E go too far in the other direction. They render spells weak to make them regular effects or so combat focused that much of the utility of spells (and, dare I say it, their magic) is diminished or totally removed.
In large part, what I'm hearing as criticisms of long-duration spells is really people complaining about long duration BUFFS. Lord knows that 4E's tons of stacking and variable effects and statuses do absolutely nothing in my mind to relieve that burden. When I look at a target on the field who is bloodied, slowed, flanked, currently cannot take opportunity attacks, is cursed, has a mark, takes -2 to attacks until Player X's next turn, is taking 2 points of ongoing fire damage, has one power that may recharge on his turn and is poisoned? I'm not feeling like 4E has actually simplified my game as much as I'd hoped.
The issue of calculating and recalculating bonuses and attacks is in all versions. 4E's math is mostly simplified, but when one of my players has to sit reviewing her sheet to make sure it's correct and another one still uses an Excel spreadsheet....I don't think we really saw a shift in my group. I fully agree that buffs in 3E and many spells did become permanent effects by high-level. The mage had a permanent polymorph, elemental protections and stat buffs that he renewed once or twice daily, as needed. And, of course, one Dispel or Greater Dispel could potentially throw all those calculations off.
I can understand wanting to remove those effective perma-buffs, as we called them. What I DON'T like is transforming so many spells into things like rituals, making them more like one-shot magic items that often take so long to use as to be no fun at all. Ritual use is so rare in the game that it was actually an event when the party 10th level wizard broke one out last game. That seems odd, to me. Spells with non-combat applications seem to have taken it on the chin in 4E and I'd like to see something more like a hybrid of 3E and 4E's approach. More diversity in spell options, with less problematic 24-hour Greater Polymorphs and Improved Strengths and what have you.
I suspect removing or limiting variable spell durations would go a long way to addressing those criticisms.