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Random Musings: Problemchild Buffs: Wardings and Boosts (really long)
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<blockquote data-quote="Gold Roger" data-source="post: 3093289" data-attributes="member: 33904"><p>That's definitely worth a thought in defining the classes.</p><p></p><p></p><p></p><p>I generally consider all continous beneficial spells buffs (maybe except movement spells like fly, spider climb or levitate).</p><p></p><p></p><p></p><p>Personally I like the idea that one has to consider what mix of Wardings one wants to carry. Making Wardings easier to dispel the more there are would make choosing more than two Wardings a highly risky option. Also, it would complicate dispelling. It's no bad idea, but I'd say a simple limit is more elegant and the system could benefit from a bit more elegance.</p><p></p><p></p><p></p><p>That's pretty much my reasoning to limit boosts to one active boost per person. Boosts are definitely closer to some of the more complicated spells out there. But then, I'd say one complicated spell per person is not as bad as up to seven per person.</p><p></p><p></p><p></p><p></p><p>I was averse to generally excluding boosts from working only in combat, since it feels a bit artificial and also there boosts that could be quite usefull in non-combat encounters (strength boosts to break a gate, for example). But I could see it work for a small number of specific effects.</p><p></p><p></p><p></p><p>No, I think some effects would work only as boosts or only as Wardings. All in all I consider the two completely different animals.</p><p></p><p></p><p></p><p>All the spells in the world won't help a surprised mage with no spell effects on him. With surprise the party can get one, with good initiative two attacks at their opponents without any buffs on them. I'd say it isn't unusual that after those two rounds there's little left of those guys.</p><p></p><p>I agree that it isn't the end of the world or the end of good gaming. But it is a considerable obstacle for enough people to be considered a problem.</p><p></p><p></p><p></p><p></p><p>Well, I'd say Boosts should give a far higher bonus than Wards of the same level. Further Boosts would give access to some abilities you can't get with wardings, like haste or improved invisibility.</p><p></p><p>And really, I don't see the two kinds in competition as much as I'd say they are considered to complement each other. I wouldn't even consider Boosts to be buffs. A buff is a power up that will see you through a whole encounter. A boost gives you a short power up to help get in a few good shots and turn the tide, but doesn't stick around to help you further. Like I've said, a boost is closer to fireball than most current buffs.</p><p></p><p>Now stacking is really hard. I'd say stacking is a problem all of it's own (though closely connected to buffing). I'd agree that it has to be4 changed a bit from it's current incarnation, but I'm still grinding my teeth on how.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3093289, member: 33904"] That's definitely worth a thought in defining the classes. I generally consider all continous beneficial spells buffs (maybe except movement spells like fly, spider climb or levitate). Personally I like the idea that one has to consider what mix of Wardings one wants to carry. Making Wardings easier to dispel the more there are would make choosing more than two Wardings a highly risky option. Also, it would complicate dispelling. It's no bad idea, but I'd say a simple limit is more elegant and the system could benefit from a bit more elegance. That's pretty much my reasoning to limit boosts to one active boost per person. Boosts are definitely closer to some of the more complicated spells out there. But then, I'd say one complicated spell per person is not as bad as up to seven per person. I was averse to generally excluding boosts from working only in combat, since it feels a bit artificial and also there boosts that could be quite usefull in non-combat encounters (strength boosts to break a gate, for example). But I could see it work for a small number of specific effects. No, I think some effects would work only as boosts or only as Wardings. All in all I consider the two completely different animals. All the spells in the world won't help a surprised mage with no spell effects on him. With surprise the party can get one, with good initiative two attacks at their opponents without any buffs on them. I'd say it isn't unusual that after those two rounds there's little left of those guys. I agree that it isn't the end of the world or the end of good gaming. But it is a considerable obstacle for enough people to be considered a problem. Well, I'd say Boosts should give a far higher bonus than Wards of the same level. Further Boosts would give access to some abilities you can't get with wardings, like haste or improved invisibility. And really, I don't see the two kinds in competition as much as I'd say they are considered to complement each other. I wouldn't even consider Boosts to be buffs. A buff is a power up that will see you through a whole encounter. A boost gives you a short power up to help get in a few good shots and turn the tide, but doesn't stick around to help you further. Like I've said, a boost is closer to fireball than most current buffs. Now stacking is really hard. I'd say stacking is a problem all of it's own (though closely connected to buffing). I'd agree that it has to be4 changed a bit from it's current incarnation, but I'm still grinding my teeth on how. [/QUOTE]
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