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I want a return to long duration spells in D&D Next.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5981774" data-attributes="member: 710"><p>Rituals actually still had "regular" durations expressed in other time units than rounds. Rituals for out-of-combat, powers for in-combat. And an encounter duration was defined as 5 minutes, but the term "encounter" gave the implication that you should expect a single combat with aftermath healing and the like take about 5 minutes. That gives a DM a neat tool to calculate this time. But once we get into durations like 10 minutes per level - how much of the gameplay evens will this cover? How long should it really take to search a few rooms of variable height, pick a lock and identify a magic item? I don't know I don't really care, I really just want my players to know which spells are still up and which are not. "Encounter" long spells are not the only solution here. Other solutions would be that you specificy an activity by the players that ends a spell - like "cast another spell" ... "receive healing" ... "taken 50 damage" ... "hit an enemy" ... "went to sleep" ... "voluntarily end it (maybe because there is a penalty for maintaining a spell)". </p><p></p><p>The durations expressed in minutes, seconds and whatever also take out a lot of "magic" in the game. It makes it so incredible technical. Durations like 1 hour per level would mean that someone with a clock could actually measure your exact caster level!</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5981774, member: 710"] Rituals actually still had "regular" durations expressed in other time units than rounds. Rituals for out-of-combat, powers for in-combat. And an encounter duration was defined as 5 minutes, but the term "encounter" gave the implication that you should expect a single combat with aftermath healing and the like take about 5 minutes. That gives a DM a neat tool to calculate this time. But once we get into durations like 10 minutes per level - how much of the gameplay evens will this cover? How long should it really take to search a few rooms of variable height, pick a lock and identify a magic item? I don't know I don't really care, I really just want my players to know which spells are still up and which are not. "Encounter" long spells are not the only solution here. Other solutions would be that you specificy an activity by the players that ends a spell - like "cast another spell" ... "receive healing" ... "taken 50 damage" ... "hit an enemy" ... "went to sleep" ... "voluntarily end it (maybe because there is a penalty for maintaining a spell)". The durations expressed in minutes, seconds and whatever also take out a lot of "magic" in the game. It makes it so incredible technical. Durations like 1 hour per level would mean that someone with a clock could actually measure your exact caster level! [/QUOTE]
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I want a return to long duration spells in D&D Next.
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