New Haste - Does it Fix Your Concerns?

Eridanis

Bard 7/Mod (ret) 10/Mgr 3
Well, now we know what's happening to haste, at least. Does giving only an attack, instead of a partial action (a term that will no longer exist) solve your concerns about the spell's power?
 

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Personally I like the changes, mostly for an indirect reason however.

Schism and Haste are alot closer to being balanced (w/ Schism possibly being too strong now).
 

While I agree that haste was too powerful, I don't like this fix. It makes it useless for pure spellcasters -- a kind of support spell like bull's strength that has no self-useful analogue (cat's grace, eagle's splendor).
 

But on the flip side, it makes one of thier feats a viable choice. After all, how many spells currently function as a feat???
 


Utrecht said:
But on the flip side, it makes one of thier feats a viable choice. After all, how many spells currently function as a feat???

Many spells function as a replacement for feats or class abilities. Divine favor is better than Weapon Focus and (at 6+) better than Weapon Specialization. MotW's regenerate * wounds are a replacement for the epic Fast Healing. Feather fall replaces the monk's slow fall, etc. Even standbys like Spring Attack are easy enough with polymorph.

I'm not arguing that this is a good thing, just that it's not enough to change a spell.
 

I missed the memo how are we sure this is the fix?

And if it is, well its a lame fix. Yes it was too good, but turning it into a really crappy spell isn't a fix. I can't think of a wiz/sor who'd bother learning a spell that weak, it just isn't close to worth a 3rd level spell. This would be just ahuge voer-reaction to the haste complaints.
 

Cuold someone please provide a link to the haste fix? I have searched WOTC's site but apparently I am too stupid to find it.

Help the mentally challenged please!!!!:D
 

Having recently DM'd a Hasted, Flying, Two-Lightning Bolts per round sorcerer, I think taking out the extra spell per round is good for any but the highest magic campaigns. It was fun though, but the melee fighter only had a purpose in tight quarters or when the sorcerer was far away. (And I wasn't going to drop electricity resistance in just to balance that, not till the end anyway).

Would movement still get a boost from this Haste? (don't have the book here). I can see Haste giving a boost to movement, AC, and an extra attack or skill check per round.

I guess in thinking about it, I would maintain it as an extra partial action but go with dropping the extra spell option.
 

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