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Old haste new level and name?
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<blockquote data-quote="Sledge" data-source="post: 1995251" data-attributes="member: 9324"><p>My thinking on the extra action is that on average the latest writeup will last 3.5 rounds... so it costs one action now, and gets 3.5 back eventually... the first one you get back replaces the one you "wasted" on the spell. That leaves 2.5 actual actions gained, but they don't pay off until 2 rounds after casting the spell. For buffing it is useless due to the delay and offensively is is useless because of the 50% miss chance. The spell seems potentially unbalancing, while still useless. I'm not really sure how to keep the same mechanics and yet have it be useful and balanced. If you simply want a spell that gives a feel like in 3.0 take a look at the differences.</p><p></p><p>3.0</p><p>On its turn, the subject may take an extra partial action, either before or after its regular action. The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus. The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus.</p><p>3.5</p><p>When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature?s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can?t use it to cast a second spell or otherwise take an extra action in the round.)</p><p>A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p>All of the hasted creature?s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject?s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature?s jumping distance as normal for increased speed.</p><p></p><p>Perhaps a different way of adjudicating a haste effect is to give the effects of 3.5 haste, plus an increasing initiative bonus of say 5 per round. The target could then trade (as part of the spell) say 20 points of initiative in order to gain an extra standard action?</p></blockquote><p></p>
[QUOTE="Sledge, post: 1995251, member: 9324"] My thinking on the extra action is that on average the latest writeup will last 3.5 rounds... so it costs one action now, and gets 3.5 back eventually... the first one you get back replaces the one you "wasted" on the spell. That leaves 2.5 actual actions gained, but they don't pay off until 2 rounds after casting the spell. For buffing it is useless due to the delay and offensively is is useless because of the 50% miss chance. The spell seems potentially unbalancing, while still useless. I'm not really sure how to keep the same mechanics and yet have it be useful and balanced. If you simply want a spell that gives a feel like in 3.0 take a look at the differences. 3.0 On its turn, the subject may take an extra partial action, either before or after its regular action. The subject gains a +4 haste bonus to AC. The subject loses this bonus whenever it would lose a dodge bonus. The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus. 3.5 When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature?s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can?t use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature?s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject?s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature?s jumping distance as normal for increased speed. Perhaps a different way of adjudicating a haste effect is to give the effects of 3.5 haste, plus an increasing initiative bonus of say 5 per round. The target could then trade (as part of the spell) say 20 points of initiative in order to gain an extra standard action? [/QUOTE]
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