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The Sage on White Raven Tactics
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<blockquote data-quote="two" data-source="post: 3686636" data-attributes="member: 9002"><p><strong>We have done this already</strong></p><p></p><p></p><p></p><p>This is an old, old, old debate.</p><p></p><p>All I can say is the designers of D&D, many savvy players, and many unsavvy players all agreed that letting spellcasters get off 2 spells in a round (trivially) is a really bad thing.</p><p></p><p>Really bad.</p><p></p><p>Haste 3.0 was house-ruled by many before 3.5 came out. There were occasional discussions about it being "broken," and there was always somebody saying "having spellcasters run through spells really fast balances itself in the long run."</p><p></p><p>Essentially, 3.5 answered this question. Yes, Haste 3.0 was broken, the designers realized it, and made the change official. One group of people was right, the other wrong. Done.</p><p></p><p>You might ask yourself if getting off 2 spells in one round is not a big deal, why the metamagic adjustment for quickening is so high? And why sorcerers can't quicken at all?</p><p></p><p>But anyway. All this is old hat. Any trivial way of letting spellcasters dump 2 spells in a round is very bad and should be adjusted somewhat. The designers recognize this; why don't you?</p><p></p><p>The funny thing about the "resource" argument is that it's so silly. If a tough combat requires a caster to cast, for example, 6 spells to kill all the bad guys, would you want it to happen in 3 rounds or 6? If you say 6, you give the bad guys 3 extra rounds of bashing, casting, save-or-dieing, etc.</p><p></p><p>You don't end up casting any more spells than you would have otherwise by doubling up your casting; you just do it faster and more efficiently. At the worst, you cast the same number of spells just 2x as fast. More likely, you cast 2x as fast and end up casting fewer spells, as less enemy damage is done to the party.</p><p></p><p>Haste 3.0 was changed for a reason.</p><p></p><p>To sum, you are wrong. Haste 3.0 is why.</p></blockquote><p></p>
[QUOTE="two, post: 3686636, member: 9002"] [b]We have done this already[/b] This is an old, old, old debate. All I can say is the designers of D&D, many savvy players, and many unsavvy players all agreed that letting spellcasters get off 2 spells in a round (trivially) is a really bad thing. Really bad. Haste 3.0 was house-ruled by many before 3.5 came out. There were occasional discussions about it being "broken," and there was always somebody saying "having spellcasters run through spells really fast balances itself in the long run." Essentially, 3.5 answered this question. Yes, Haste 3.0 was broken, the designers realized it, and made the change official. One group of people was right, the other wrong. Done. You might ask yourself if getting off 2 spells in one round is not a big deal, why the metamagic adjustment for quickening is so high? And why sorcerers can't quicken at all? But anyway. All this is old hat. Any trivial way of letting spellcasters dump 2 spells in a round is very bad and should be adjusted somewhat. The designers recognize this; why don't you? The funny thing about the "resource" argument is that it's so silly. If a tough combat requires a caster to cast, for example, 6 spells to kill all the bad guys, would you want it to happen in 3 rounds or 6? If you say 6, you give the bad guys 3 extra rounds of bashing, casting, save-or-dieing, etc. You don't end up casting any more spells than you would have otherwise by doubling up your casting; you just do it faster and more efficiently. At the worst, you cast the same number of spells just 2x as fast. More likely, you cast 2x as fast and end up casting fewer spells, as less enemy damage is done to the party. Haste 3.0 was changed for a reason. To sum, you are wrong. Haste 3.0 is why. [/QUOTE]
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