small pumpkin man said:
The problem is you're mixing up what "save" means in 4e with what it means in earlier editions. They could change it so that these spells last 1d6-2 rounds, minimum 1, would you really have a problem with that? Because that's essentially what it's doing, it's not supposed to be "save" in the 3.x sense at all.
I actually think I've got a pretty good handle on it. I understand that the "save" mechanic is the way of figuring durations in 4E. The problem I have is that, from what I understand, this is the standard way of dealing with durations of debilitating spells in 4E.
So unless there are higher level spells that "break" this rule and state that their effects last until the end of the encounter, or until dispelled, or until 24 hours passes, then yes. I would also have a problem with that. Wouldn't 3E seem weird if every spell combat-oriented had 1d6-2 rounds for a duration?
I think it will be extremely frustrating as a wizard to find that there's really nothing non-blasty that you can do inside of combat (we have no idea how rituals will work) that you can count on to last more than a couple of rounds.
hong said:
Just because there's no planned obsolescence doesn't mean you can't have an "improved sleep" that has more sleep mojo. The 2-page wizard spells spread includes "greater invisibility", so we can infer that the regular invisibility is still around, and greater invis is a more powerful version of it.
I'm not disputing that some spells may get more powerful versions. But I'm worried that they'll all follow the pattern of a Hit effect that's cool that you can only count to last a round or two, and then some inconvenience effect that lasts until the end of the encounter. That's cool and all, but I'd like to at least know that the primary effect lasts more than a couple of rounds on *something*, even if it's vastly below my level.
As to Greater Invisiblility that's 1) a party buff and 2) if it's anything like 3E it just lets you attack and not become visible. We already know that some buffs last for the whole encounter. It's debuffs and debilitators I'm thinking of. I can tell you already that this save system makes me lose all desire to play an enchanter of any sort if it works like I fear it will.
EDIT: Having seen the 3 pages of spells we've seen, it appears that Greater Invis just has the option of extending the duration as a minor action. That's cool, but the rest of them are more disheartening. Everything is either "until the end of your next turn" or "save ends", even spells that are reasonably high level.