Absolutely outstanding thread, Gold Roger. You did a hell of a job laying it all out. I think your reccomendations are also well thought out and presented.
I completely support your core thesis. I agree also with most points you've made. I have one challenge to your assertion in the followups. Movement spells are buffs too, and fit your guidelines excellently.
I would add the following logic to the boost template: you may cast any boost as a swift action for a duration of one round. Alternatively, you may cast a boost as a standard action with a duration of 1d4 rounds.
Somewhat obviously, the power levels for today's buffs might need to be looked at, but this univeral principle adds a couple of things: it provides you with considerably more dramatic flare, and for the duration spells it leverages something unique to rpg's: the d4. I can easily picture a table full of players with their d4's sitting on the table in front of them, dropping one pip each round. I love it.
Futher, I'd recommend one boost per player, period. Cleans up a lot of problems with a quick handwave towards consistency and equality and simplicity.
I love the way this thread has changed my perception of buffs to be closer to the evocative imagery found within medecil fantasy. The thought of placing wardings into potions, amulets, jewelry, trinkets, and rare natural elements (an old walking staff) was fantastic. The concept of a grizzled old archmage covered in mundane things that actually hold powerful wards is awesome. From the comments in the thread, I welcome the idea of tying wardings in some ways to items and item slots. I could envision a low level party, each with blessings, good luck charms, and family heirloooms, that were receptacles for mundane but effective wards. I can also picture the above mentioned 18th level lich draped in the tradional wardings of a potent and powerful caster. Many of these most powerful wards would be held or tied to equally rare and powerful foci.
At this point, I'd be disappointed not to see this idea futher fleshed out.
I completely support your core thesis. I agree also with most points you've made. I have one challenge to your assertion in the followups. Movement spells are buffs too, and fit your guidelines excellently.
I would add the following logic to the boost template: you may cast any boost as a swift action for a duration of one round. Alternatively, you may cast a boost as a standard action with a duration of 1d4 rounds.
Somewhat obviously, the power levels for today's buffs might need to be looked at, but this univeral principle adds a couple of things: it provides you with considerably more dramatic flare, and for the duration spells it leverages something unique to rpg's: the d4. I can easily picture a table full of players with their d4's sitting on the table in front of them, dropping one pip each round. I love it.
Futher, I'd recommend one boost per player, period. Cleans up a lot of problems with a quick handwave towards consistency and equality and simplicity.
I love the way this thread has changed my perception of buffs to be closer to the evocative imagery found within medecil fantasy. The thought of placing wardings into potions, amulets, jewelry, trinkets, and rare natural elements (an old walking staff) was fantastic. The concept of a grizzled old archmage covered in mundane things that actually hold powerful wards is awesome. From the comments in the thread, I welcome the idea of tying wardings in some ways to items and item slots. I could envision a low level party, each with blessings, good luck charms, and family heirloooms, that were receptacles for mundane but effective wards. I can also picture the above mentioned 18th level lich draped in the tradional wardings of a potent and powerful caster. Many of these most powerful wards would be held or tied to equally rare and powerful foci.
At this point, I'd be disappointed not to see this idea futher fleshed out.