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Whither Extend Spell in 3.5?
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<blockquote data-quote="jasamcarl" data-source="post: 923375" data-attributes="member: 1251"><p><strong></strong></p><p><strong></strong></p><p><strong>As you said, Haste will all but certainly not be available for one or two encounters. If there are 8 encounters, casting one or two extended buffs on front-line fighters becomes far more viable; haste simply doesn't have the same economies of scale.</strong></p><p><strong></strong></p><p><strong>And again, all the benefits you cite from using items are very much passive, i.e. dependent on dm based story elements and monster choice. For the generic dungeion crawl, the stat buffs will all but certainly 'always be on', usually without requiring and extend. And party use of divinations/scouting, etc, would do much to reduce this new risk. Is there a cost in the choice to use buffs versus items? Yes, but given that spells don't require gp, yet items do, i think its a fair trade; and yes, Piratecat made allusions to increased stat-item costs. But if you are complaining that a 2nd level spell does not hold up as well into mid/high levels, then I don't know what to say, other than they are now in good company with just about every other 2nd level spell on the list. The fact that the choice is tougher is a good thing. Balance aside, it makes the game more interesting when players have to put more prep and thought to achieve the same thing.</strong></p></blockquote><p></p>
[QUOTE="jasamcarl, post: 923375, member: 1251"] [B] As you said, Haste will all but certainly not be available for one or two encounters. If there are 8 encounters, casting one or two extended buffs on front-line fighters becomes far more viable; haste simply doesn't have the same economies of scale. And again, all the benefits you cite from using items are very much passive, i.e. dependent on dm based story elements and monster choice. For the generic dungeion crawl, the stat buffs will all but certainly 'always be on', usually without requiring and extend. And party use of divinations/scouting, etc, would do much to reduce this new risk. Is there a cost in the choice to use buffs versus items? Yes, but given that spells don't require gp, yet items do, i think its a fair trade; and yes, Piratecat made allusions to increased stat-item costs. But if you are complaining that a 2nd level spell does not hold up as well into mid/high levels, then I don't know what to say, other than they are now in good company with just about every other 2nd level spell on the list. The fact that the choice is tougher is a good thing. Balance aside, it makes the game more interesting when players have to put more prep and thought to achieve the same thing.[/b] [/QUOTE]
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