jasamcarl said:Not quite. As i said, the big oppurtunity cost these new buff spells impose is on between-combat buffing and healing. Extend spell grants twice as many rounds. Those rounds can now safely be used for such activities. And as I said, I think Big/Huge dungeons are somewhat rare and especailly for the largest, most partys will tend to rest. If such a large dungeon is actually a series of small, tightly packed dungeons (in terms of monsters), such as Return to the Temple, then extend still comes in handy. But more likely, the larger set of dungeons one encounters in modules are closer to 10-20 minutes, because of limitation in module map space. Extended buffs could still see some use in those.
Nightfall said:Perhaps days becomes weeks.Would make the most sense to me.
Elder-Basilisk said:It would make sense but it would be ugly.
2nd level Endure elements at 1 week/level?!?
9th level Mind Blank at 1 week/level?!?
Elder-Basilisk said:Not really. There's a very narrow window of use for the new 3.5e stat buffs (if there's any at all--my calculations indicate that bless, mage armor, protection from evil, and shield of faith will typically be more effective at increasing or reducing damage which makes one wonder how to justify the 2nd level slot). They begin to be available at level 3 at which point they can't be extended. Level 5 is the earliest that they can be extended and, at that point, it's only useful in the rare group of dungeons that are longer than 5 minutes and shorter than 10. By level 6, characters will start to accumulate stat buffing items (at least in 3.5e where such items will be far more desirable) thus dramatically reducing the of extended stat buff spells in general; if characters don't have such items by level 8, something's wrong.
So, the window of usefulness for stat buffs in general (if it exists at all; I don't think it does) is level 3-8. That makes the window of usefulness for extended stat buffs 5-8. At the low end of those levels, 3rd level slots are precious commodities as they will form the spellcaster's highest level spells. At the high end of those levels, stat buff items become common and 3rd level spell slots are still the bulk of a sor/wiz's offensive spells and a significant portion of a cleric's spells (at best, an 8th level cleric might have 4 4th level spells, some of which are probably committed to spells like Restoration or Greater Magic Weapon so 3rd level spells will still see regular combat use).
That doesn't leave much of a window where PCs both have the ability to cast extended statbuffs and where their effect could possibly justify their opportunity cost.
jasamcarl said:(the cost of which suppossedly increases in 3.5)
As to the value of stat buffs versus the 1st level spells you named, almost all of their value comes in defence, which is inherently more passive than the attack/damage bonus that comes from Bull's Strength. All monsters have hp and an AC to overcome, while not all monsters use a melee attacks or spells that require reflex saves., especially as levels rise and spell-like abilities become more common. Thus, BS remains valuable through out a spree of levels.
Elder-Basilisk said:By level 6, characters will start to accumulate stat buffing items (at least in 3.5e where such items will be far more desirable) thus dramatically reducing the of extended stat buff spells in general; if characters don't have such items by level 8, something's wrong.