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*Dungeons & Dragons
I want a return to long duration spells in D&D Next.
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<blockquote data-quote="Neonchameleon" data-source="post: 5981195" data-attributes="member: 87792"><p>I think 4e has durations <em>almost</em> right. 1 minute/level, 1 hour, or whatever is just a real bookkeeping annoyance - it's a lot of out of combat estimation.</p><p> </p><p>Until Short Rest and Until Long Rest are very good durations, no bookkeeping.</p><p></p><p>Sustain works well.</p><p> </p><p>End of target's next turn and save ends are both good and this works for offensive debuffs.</p><p></p><p>Where 4e causes a headache is when it creates defence debuffs. It wants them to last a round so everyone gets a chance to swing at the debuffed target. And that means the best way of setting it up to last this long is based on the attacker's initiative count.</p><p> </p><p>This leads to one obvious conclusion: If a power is created, check if it needs to debuff the victim's defence. And if it does check if it can't be turned into a zone (which is inherently more interesting anyway).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5981195, member: 87792"] I think 4e has durations [I]almost[/I] right. 1 minute/level, 1 hour, or whatever is just a real bookkeeping annoyance - it's a lot of out of combat estimation. Until Short Rest and Until Long Rest are very good durations, no bookkeeping. Sustain works well. End of target's next turn and save ends are both good and this works for offensive debuffs. Where 4e causes a headache is when it creates defence debuffs. It wants them to last a round so everyone gets a chance to swing at the debuffed target. And that means the best way of setting it up to last this long is based on the attacker's initiative count. This leads to one obvious conclusion: If a power is created, check if it needs to debuff the victim's defence. And if it does check if it can't be turned into a zone (which is inherently more interesting anyway). [/QUOTE]
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I want a return to long duration spells in D&D Next.
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