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General Tabletop Discussion
*Dungeons & Dragons
I want a return to long duration spells in D&D Next.
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<blockquote data-quote="DEFCON 1" data-source="post: 5914158" data-attributes="member: 7006"><p>I think the issue is just that some of us don't find tracking round/minute/hour/day buffs to be easier than 4E. I know we just used our little colored rings, people rolled saving throws at the ends of their turns, and everything ran smoothly.</p><p></p><p>The issue I personally have with minute per level and hour per level spells is that it necessitates more effort on the DMs part to try and specifically figure out how long the rest is... how long the body search is... how long the discussion about what happens next is... how long the walk to the next encounter point is, etc. To me, THAT'S the real confusion. If my players have a buff that was cast and lasts 6 minutes or 6 hours... trying to guesstimate how far along the party gets in the dungeon before it runs out is a pain in the butt. "Okay... you travel down this long, winding, underground passage that goes on for 3 miles. Let me go check and see just how fast a party in armor travels via walking and then calculate how long that 3 mile journey took, so we know how much time you have left on your Bull's Strength spell." Ugh. No thanks.</p><p></p><p>At least in 4E... I always knew when 'end of turn' occurred, or when the 'save ends' occurred, or when 'end of the encounter' occurred. There was no confusion. And tracking it was no more a pain than any other part of running the game, once we figured out the easiest and best way to do it.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5914158, member: 7006"] I think the issue is just that some of us don't find tracking round/minute/hour/day buffs to be easier than 4E. I know we just used our little colored rings, people rolled saving throws at the ends of their turns, and everything ran smoothly. The issue I personally have with minute per level and hour per level spells is that it necessitates more effort on the DMs part to try and specifically figure out how long the rest is... how long the body search is... how long the discussion about what happens next is... how long the walk to the next encounter point is, etc. To me, THAT'S the real confusion. If my players have a buff that was cast and lasts 6 minutes or 6 hours... trying to guesstimate how far along the party gets in the dungeon before it runs out is a pain in the butt. "Okay... you travel down this long, winding, underground passage that goes on for 3 miles. Let me go check and see just how fast a party in armor travels via walking and then calculate how long that 3 mile journey took, so we know how much time you have left on your Bull's Strength spell." Ugh. No thanks. At least in 4E... I always knew when 'end of turn' occurred, or when the 'save ends' occurred, or when 'end of the encounter' occurred. There was no confusion. And tracking it was no more a pain than any other part of running the game, once we figured out the easiest and best way to do it. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
I want a return to long duration spells in D&D Next.
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