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Community
General Tabletop Discussion
*Dungeons & Dragons
Making 1-minute features or spells "encounter"-length instead.
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<blockquote data-quote="groody" data-source="post: 7952103" data-attributes="member: 7022056"><p>I would enjoy having spells that last one encounter instead of one minute. Most of our combats go less then 10 rounds, just as others have reported, only the occasional „hard“ combat where the group has a protracted battle against large numbers of enemies trying to manage them with choke-points and such does run longer.</p><p></p><p>Tracking spell durations in those cases is an annoying administrative task, especially if there are multiple spell casters to handle for the DM. All of this would go away, which would help with flow of play.</p><p></p><p>To play it like that you need is a clear, testable definition of when an encounter ends. In one post above encounter is equated with combat. That is not the only kind of encounter. Think of cases where the party casts a mind affecting spell on someone they meet, or maybe a blur spell on one of their own, without hostility breaking out. What if their new acquaintance tags along through the dungeon, will you now have blur until they die?</p><p></p><p>What I do (when I am DM) is only marking what spell is cast when in larger battles where it is likely to become relevant, and then, if the battle goes longer, at some point take a bit of time out to track back if there are spells close to expire. In essence, for expedience of play, I treat them as „per encounter“ in encounters where this is highly likely to work.</p><p></p><p>Last point: I think there are other things to consider when you start playing around with hp progression. That is certainly a WAY bigger change to the game system than the duration treatment of short-but-not-single-round spells. For example, what about damage dealing spells? Fireball would be twice as powerful in a world where monsters only have 1/2 hp. Healing spells and abilities become much more powerful too. </p><p></p><p>I‘m also not a big fan of the 130 hp giants and the resulting slugfests grinding down their hp, and like 1e where every hit point counts. But I believe these systems have a lot of internal dependencies and balances, and massively changing one of them will lead to unintended consequences in other places.</p><p></p><p>There are ways for the PCs to get to massive damage output in the system as written. We had one Duergar Berserker (played by my brother) with polearm master and great weapon master who was able to routinely dish out more than 50 damage per round against opponents who did not have high AC, and on a good day with some criticals more than 100. A feat like great weapon master is an example: if you half monster HP, now it‘s as if you add +20 damage to each hit with that feat.</p></blockquote><p></p>
[QUOTE="groody, post: 7952103, member: 7022056"] I would enjoy having spells that last one encounter instead of one minute. Most of our combats go less then 10 rounds, just as others have reported, only the occasional „hard“ combat where the group has a protracted battle against large numbers of enemies trying to manage them with choke-points and such does run longer. Tracking spell durations in those cases is an annoying administrative task, especially if there are multiple spell casters to handle for the DM. All of this would go away, which would help with flow of play. To play it like that you need is a clear, testable definition of when an encounter ends. In one post above encounter is equated with combat. That is not the only kind of encounter. Think of cases where the party casts a mind affecting spell on someone they meet, or maybe a blur spell on one of their own, without hostility breaking out. What if their new acquaintance tags along through the dungeon, will you now have blur until they die? What I do (when I am DM) is only marking what spell is cast when in larger battles where it is likely to become relevant, and then, if the battle goes longer, at some point take a bit of time out to track back if there are spells close to expire. In essence, for expedience of play, I treat them as „per encounter“ in encounters where this is highly likely to work. Last point: I think there are other things to consider when you start playing around with hp progression. That is certainly a WAY bigger change to the game system than the duration treatment of short-but-not-single-round spells. For example, what about damage dealing spells? Fireball would be twice as powerful in a world where monsters only have 1/2 hp. Healing spells and abilities become much more powerful too. I‘m also not a big fan of the 130 hp giants and the resulting slugfests grinding down their hp, and like 1e where every hit point counts. But I believe these systems have a lot of internal dependencies and balances, and massively changing one of them will lead to unintended consequences in other places. There are ways for the PCs to get to massive damage output in the system as written. We had one Duergar Berserker (played by my brother) with polearm master and great weapon master who was able to routinely dish out more than 50 damage per round against opponents who did not have high AC, and on a good day with some criticals more than 100. A feat like great weapon master is an example: if you half monster HP, now it‘s as if you add +20 damage to each hit with that feat. [/QUOTE]
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Community
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Making 1-minute features or spells "encounter"-length instead.
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