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I want a return to long duration spells in D&D Next.
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<blockquote data-quote="Aehrlon" data-source="post: 5917222" data-attributes="member: 6688640"><p>Hmm, some interesting points. I've played a lot of both 3.5, 4E & Pathfinder. If you had a ton of buffs, it could be more work to keep track of but it but there are ways to make it easier. Personal buffs are kept track of by each player for their character. Group buffs we wrote on a dry erase board with the total number of rounds; add a hash the beginning of each round. Also, for standard ability buffs (Say DEX for instance) you can "pre-calculate" your new bonuses with the buff included. Having played both ways, I preferred 3.5/PF to 4E. And NONE of the groups I played with ever had to stop a game to figure out buffs. </p><p></p><p>4E also severely weakened a lot of spells and made them virtually useless outside of combat. Invisibility comes to mind. In AD&D & 2E it lasted 24 hours. In 3.5 it was 1 min/LV. 4E, only 1 round. Rituals vs Spells: A spell should be a spell whether it's cast before, during or after combat. 1&2E had some last way too long, 3.5 & 4E shortened many of them too much. I'm hoping to see more of a happy medium in D&D Next. Rituals always just seemed to be too much of a pain in the butt to me personally. </p><p></p><p>RE Durations: "until the end of the encounter" is not a hard and fast number; to me, spell durations should improve with each level, in most cases anyway. It it lasts until the next encounter, great! Your DM will have to adjudicate how much game time passed between the end of the previous combat and the start of the new one. As I have played in games that were not completely "hack'n slash" this was rarely an issue. If we could figure out a way to avoid that roving band of orcs, we did so to achieve our objective without depleting our resources... you know, keep the big guns for the big encounter. Just my 2 CP</p></blockquote><p></p>
[QUOTE="Aehrlon, post: 5917222, member: 6688640"] Hmm, some interesting points. I've played a lot of both 3.5, 4E & Pathfinder. If you had a ton of buffs, it could be more work to keep track of but it but there are ways to make it easier. Personal buffs are kept track of by each player for their character. Group buffs we wrote on a dry erase board with the total number of rounds; add a hash the beginning of each round. Also, for standard ability buffs (Say DEX for instance) you can "pre-calculate" your new bonuses with the buff included. Having played both ways, I preferred 3.5/PF to 4E. And NONE of the groups I played with ever had to stop a game to figure out buffs. 4E also severely weakened a lot of spells and made them virtually useless outside of combat. Invisibility comes to mind. In AD&D & 2E it lasted 24 hours. In 3.5 it was 1 min/LV. 4E, only 1 round. Rituals vs Spells: A spell should be a spell whether it's cast before, during or after combat. 1&2E had some last way too long, 3.5 & 4E shortened many of them too much. I'm hoping to see more of a happy medium in D&D Next. Rituals always just seemed to be too much of a pain in the butt to me personally. RE Durations: "until the end of the encounter" is not a hard and fast number; to me, spell durations should improve with each level, in most cases anyway. It it lasts until the next encounter, great! Your DM will have to adjudicate how much game time passed between the end of the previous combat and the start of the new one. As I have played in games that were not completely "hack'n slash" this was rarely an issue. If we could figure out a way to avoid that roving band of orcs, we did so to achieve our objective without depleting our resources... you know, keep the big guns for the big encounter. Just my 2 CP [/QUOTE]
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I want a return to long duration spells in D&D Next.
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