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I want a return to long duration spells in D&D Next.
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<blockquote data-quote="Sunseeker" data-source="post: 5983491"><p>My counter-point would be that things that take a very long time to happen, or leave effects in place have two conditions.</p><p></p><p>1: curses, debuffs, and similar effects build up over time. Round one, even day or week 1 one of a curse may do very little other than make a person feel a little ill. As it proceedes and accelerates the effects become significantly more powerful.</p><p>-This prevents caster-blasters from dishing out a deckload of debuffs in the first round or two, and then blasting away for the rest of the fight. Curses are powerful, but only if your target lives long enough to suffer their effects.</p><p></p><p>2: standing magical effects, such as glamors, illusions, and so on take concentration and sustained effort on the part of the caster. The greater the effect, the greater the toll on the caster. Making a party of humans look like elves isn't as big a deal as making a party of kobolds look like dwarves. Making a party insivible, making them fly, ect... requires more concentration.</p><p>-in short: a concentration check per sustained effect, with a higher DC based on stronger effects. Depending on how mean you want to be, you could cause on fail to make them all fail, or be nicer.</p><p></p><p></p><p>Being able to toss out dangerous things is fine, but I feel that it really takes the whole "magic is powerful and has a cost" feeling out of D&D....of course, maybe you don't feel magic should have a cost. *shrug*</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5983491"] My counter-point would be that things that take a very long time to happen, or leave effects in place have two conditions. 1: curses, debuffs, and similar effects build up over time. Round one, even day or week 1 one of a curse may do very little other than make a person feel a little ill. As it proceedes and accelerates the effects become significantly more powerful. -This prevents caster-blasters from dishing out a deckload of debuffs in the first round or two, and then blasting away for the rest of the fight. Curses are powerful, but only if your target lives long enough to suffer their effects. 2: standing magical effects, such as glamors, illusions, and so on take concentration and sustained effort on the part of the caster. The greater the effect, the greater the toll on the caster. Making a party of humans look like elves isn't as big a deal as making a party of kobolds look like dwarves. Making a party insivible, making them fly, ect... requires more concentration. -in short: a concentration check per sustained effect, with a higher DC based on stronger effects. Depending on how mean you want to be, you could cause on fail to make them all fail, or be nicer. Being able to toss out dangerous things is fine, but I feel that it really takes the whole "magic is powerful and has a cost" feeling out of D&D....of course, maybe you don't feel magic should have a cost. *shrug* [/QUOTE]
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I want a return to long duration spells in D&D Next.
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