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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="DEFCON 1" data-source="post: 5981231" data-attributes="member: 7006"><p>I believe in this instance, the creation and use of [save ends] changed the meaning of what "saves" once meant, into a new concept that was designed for a completely different reason-- that of a designation of time. It was meant to be a replacement for "this spell lasts 1dX+X rounds"... a type of spell duration that existed mainly in AD&D that gave a player a spell effect that would last a random and unknown amount of time. This is counter to what they did in 3E, where almost every duration was a known quantity by the spellcaster, based upon what his level was (ie you always knew how long your spell would last in rounds/minutes/10 minute/hours based upon your level).</p><p></p><p>So rather than have a spell last a random duration that the DM determined with a roll behind the screen and which he then had to keep track of... the [save ends] allowed him to have that same type of random spell duration without actually needing to keep track of how many rounds had past. The player would just roll a save at the end of his turn to see if the effect wore off (completing the 1 round + X rounds duration the spells had).</p><p></p><p>The issue of course became the use of the term 'saving throw' to denote this new mechanic... because traditionally saving throws implied the PC or monster avoiding or sloughing off an effect, rather than being nothing more than a generation of time duration. And I think this change in philosophy is what made the 4E concept of the save have less traction.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5981231, member: 7006"] I believe in this instance, the creation and use of [save ends] changed the meaning of what "saves" once meant, into a new concept that was designed for a completely different reason-- that of a designation of time. It was meant to be a replacement for "this spell lasts 1dX+X rounds"... a type of spell duration that existed mainly in AD&D that gave a player a spell effect that would last a random and unknown amount of time. This is counter to what they did in 3E, where almost every duration was a known quantity by the spellcaster, based upon what his level was (ie you always knew how long your spell would last in rounds/minutes/10 minute/hours based upon your level). So rather than have a spell last a random duration that the DM determined with a roll behind the screen and which he then had to keep track of... the [save ends] allowed him to have that same type of random spell duration without actually needing to keep track of how many rounds had past. The player would just roll a save at the end of his turn to see if the effect wore off (completing the 1 round + X rounds duration the spells had). The issue of course became the use of the term 'saving throw' to denote this new mechanic... because traditionally saving throws implied the PC or monster avoiding or sloughing off an effect, rather than being nothing more than a generation of time duration. And I think this change in philosophy is what made the 4E concept of the save have less traction. [/QUOTE]
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I want a return to long duration spells in D&D Next.
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