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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tinkering with Metamagic feats
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<blockquote data-quote="Spatzimaus" data-source="post: 1328761" data-attributes="member: 3051"><p>A 1 minute/level spell is FAR better than a 1 round/level. It's not just about the number of fights the player can get into within that time; which, in many environments, is under the PLAYERS' control. If they stand around arguing over loot while their buffs expire, it's their own fault; in my group's dungeon crawls, it's storm through, spend at most two rounds throwing everying into the Bag of Holding, then move on to the next room.</p><p></p><p>It's more about prebuffing, especially in 3.5E (now that Haste double-casting is effectively gone). Let's say I'm a Psychic Warrior with loads of good, short-duration combat powers. To start with, I've got Combat Prescience, Polymorph Self, Inertial Barrier, Displacement, Biofeedback, Vigor. I'm not counting the long-duration stuff here, just things I won't put on until it's time to fight.</p><p></p><p>Let's say I know a fight is coming in the near future. Maybe it's because we're doing the Scry-Buff-Teleport thing, who knows. I can put on every 1 min/level spell, no problem, but the 1 round per level ones? Those are a bit tougher. For that, even a x2 Extend works okay, but you really want more.</p><p></p><p>Besides which, at low caster levels, a 1 round/level spell often won't even last a single combat.</p><p></p><p>Anyway, as a DM I'd never allow a x10 duration feat for anything less than +3 levels, if only to prevent the Melf's abuse. Or better yet, SUMMON SPELLS. Seriously, extending the duration on summons to 1 minute per level makes a huge difference in utility. I know, I played a Constructor who had that feat.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1328761, member: 3051"] A 1 minute/level spell is FAR better than a 1 round/level. It's not just about the number of fights the player can get into within that time; which, in many environments, is under the PLAYERS' control. If they stand around arguing over loot while their buffs expire, it's their own fault; in my group's dungeon crawls, it's storm through, spend at most two rounds throwing everying into the Bag of Holding, then move on to the next room. It's more about prebuffing, especially in 3.5E (now that Haste double-casting is effectively gone). Let's say I'm a Psychic Warrior with loads of good, short-duration combat powers. To start with, I've got Combat Prescience, Polymorph Self, Inertial Barrier, Displacement, Biofeedback, Vigor. I'm not counting the long-duration stuff here, just things I won't put on until it's time to fight. Let's say I know a fight is coming in the near future. Maybe it's because we're doing the Scry-Buff-Teleport thing, who knows. I can put on every 1 min/level spell, no problem, but the 1 round per level ones? Those are a bit tougher. For that, even a x2 Extend works okay, but you really want more. Besides which, at low caster levels, a 1 round/level spell often won't even last a single combat. Anyway, as a DM I'd never allow a x10 duration feat for anything less than +3 levels, if only to prevent the Melf's abuse. Or better yet, SUMMON SPELLS. Seriously, extending the duration on summons to 1 minute per level makes a huge difference in utility. I know, I played a Constructor who had that feat. [/QUOTE]
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Tinkering with Metamagic feats
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