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Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lanefan" data-source="post: 7760885" data-attributes="member: 29398"><p>Looking at some of your examples, some of what you call "buffs" I've never really seen as such e.g. Fly and Invisibility - to me those are simple utility spells. What I call buffs are those that boost your numbers: stats (Strength, Cat's Grace, etc.) and-or hit points (Aid) or to-hit/damage (Bless, Prayer, etc.).</p><p></p><p>Not sure about 2e but in 1e the only stat-booster was Strength. Bless, Prayer, etc. are easy to control just by saying they do not stack; and if opposed (i.e. if the opponents cast one too and the AoE's overlap at all) they just wash out and cancel each other. Aid is relatively trivial in what it gives, to the point I rarely if ever see it cast.</p><p></p><p>The ones in 1e that can become problematic IME are the varions Protection From xxxx effects.</p><p></p><p>Improved Invisibility in my games comes up so rarely I don't have to worry about it - it's Illusionist only and for some reason nobody plays Illusionists. Fly is just a constant, and not even the spell: if any device that gives flight ever crosses the party's transom it's a sure bet someone will snap it up and never let it go.</p><p></p><p>Personally I prefer fire-and-forget continual damage spells, and that they can't be shut off early. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Bless rarely if ever gets cast in my games due to a restriction I put on it ages ago: it only affects you if you're not already in combat.</p><p></p><p>Sure, why not? But in my game if you fail a save vs. most AoE damage all those items are at significant risk - you pays yer money and you takes yer chances. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Obviously. But those they can use, let 'em use. And those that are only going ot be used once in a blue moon but at that time can be a game-saver - let 'em use those too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Attunement or something similar is fine for a very few specific items, particularly items that don't need to be in your possession to function e.g. Book of Infinite Spells. But for most things it's just a layer of bureaucracy that IMO would add little if anything to the game.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7760885, member: 29398"] Looking at some of your examples, some of what you call "buffs" I've never really seen as such e.g. Fly and Invisibility - to me those are simple utility spells. What I call buffs are those that boost your numbers: stats (Strength, Cat's Grace, etc.) and-or hit points (Aid) or to-hit/damage (Bless, Prayer, etc.). Not sure about 2e but in 1e the only stat-booster was Strength. Bless, Prayer, etc. are easy to control just by saying they do not stack; and if opposed (i.e. if the opponents cast one too and the AoE's overlap at all) they just wash out and cancel each other. Aid is relatively trivial in what it gives, to the point I rarely if ever see it cast. The ones in 1e that can become problematic IME are the varions Protection From xxxx effects. Improved Invisibility in my games comes up so rarely I don't have to worry about it - it's Illusionist only and for some reason nobody plays Illusionists. Fly is just a constant, and not even the spell: if any device that gives flight ever crosses the party's transom it's a sure bet someone will snap it up and never let it go. Personally I prefer fire-and-forget continual damage spells, and that they can't be shut off early. :) Bless rarely if ever gets cast in my games due to a restriction I put on it ages ago: it only affects you if you're not already in combat. Sure, why not? But in my game if you fail a save vs. most AoE damage all those items are at significant risk - you pays yer money and you takes yer chances. :) Obviously. But those they can use, let 'em use. And those that are only going ot be used once in a blue moon but at that time can be a game-saver - let 'em use those too. :) Attunement or something similar is fine for a very few specific items, particularly items that don't need to be in your possession to function e.g. Book of Infinite Spells. But for most things it's just a layer of bureaucracy that IMO would add little if anything to the game. Lanefan [/QUOTE]
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