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PatEllis15
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01/15/2006 9:41 AM  
As an aside:

I understand why the buff spells were tweaked back a bit. But does anyone else thinkg that they got slash a bit TOO much?! As I recall the intent was to make sure that SpellCasters didn't wake up superbuff, the party (for the day basically), and then head into the pit.

If the spells became 30 minutes, or 20 minutes per level, they'd at least see some regular use. I find that with 1 minute per level, the only time they get used is when the Characters retreat from a tough encounter, and they specifically buff up to go back in.

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01/15/2006 11:59 AM  
quote:
Originally posted by PatEllis15

As an aside:

I understand why the buff spells were tweaked back a bit. But does anyone else thinkg that they got slash a bit TOO much?! As I recall the intent was to make sure that SpellCasters didn't wake up superbuff, the party (for the day basically), and then head into the pit.

If the spells became 30 minutes, or 20 minutes per level, they'd at least see some regular use. I find that with 1 minute per level, the only time they get used is when the Characters retreat from a tough encounter, and they specifically buff up to go back in.

Pat E



Speaking from a player perspective, the buffs getting scaled back really sucks. From a realistic point of view though, a medium to high level party could cast the spells right before going in and it would last the entire adventure. Round by round, if you stay in combat movement and your party keeps moving, most dungeons will only last 30 - 50 minutes. After that most parties are going to be spent on spells and HP's and need rest. This last adventure, the spells that lasted one minute per level lasted from the first encounter on the outside of the stronghold until the last fight in the heart. Even a couple of one round per level spells lasted more than one fight. (We just kept moving and didn't have time to sit down to take it easy.)

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01/15/2006 12:21 PM  
The house-rule from our previous campaign is that the ability-boost spells (Bull's Strength, etc.) are 10min./level. This puts them inline with Barkskin and Resist Energy which are both 2nd level effective pre-combat buff spells, and makes them last longer than 1st level spells like Shield and Protection from Evil. They just aren't good enough 2nd level spells when they only last 1 min./level.

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01/15/2006 1:32 PM  
quote:
Originally posted by Malin Lug
Speaking from a player perspective, the buffs getting scaled back really sucks. From a realistic point of view though, a medium to high level party could cast the spells right before going in and it would last the entire adventure. Round by round, if you stay in combat movement and your party keeps moving, most dungeons will only last 30 - 50 minutes. After that most parties are going to be spent on spells and HP's and need rest. This last adventure, the spells that lasted one minute per level lasted from the first encounter on the outside of the stronghold until the last fight in the heart. Even a couple of one round per level spells lasted more than one fight. (We just kept moving and didn't have time to sit down to take it easy.)

Wow, that is very different from the way my players approach a dungeon. I do what I can to keep things moving, but they always want to go as slowly as they possibly can. They take every opportunity they have to rest (Rope Trick) and try to explore every corner of the dungeon possible.

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01/15/2006 2:00 PM  
quote:
Originally posted by PatEllis15

As an aside:

I understand why the buff spells were tweaked back a bit. But does anyone else thinkg that they got slash a bit TOO much?! As I recall the intent was to make sure that SpellCasters didn't wake up superbuff, the party (for the day basically), and then head into the pit.

If the spells became 30 minutes, or 20 minutes per level, they'd at least see some regular use. I find that with 1 minute per level, the only time they get used is when the Characters retreat from a tough encounter, and they specifically buff up to go back in.

Pat E



I agree that they were modified too heavily, I thought a 10min/lvl would have be a better choice for most spells.

nyjastul69: no worries I was just pointing it out for those who might not fully know the reasoning of why spells were scaled back.

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01/15/2006 2:08 PM  
quote:
Originally posted by Lab Monkey

quote:
Originally posted by Malin Lug
Speaking from a player perspective, the buffs getting scaled back really sucks. From a realistic point of view though, a medium to high level party could cast the spells right before going in and it would last the entire adventure. Round by round, if you stay in combat movement and your party keeps moving, most dungeons will only last 30 - 50 minutes. After that most parties are going to be spent on spells and HP's and need rest. This last adventure, the spells that lasted one minute per level lasted from the first encounter on the outside of the stronghold until the last fight in the heart. Even a couple of one round per level spells lasted more than one fight. (We just kept moving and didn't have time to sit down to take it easy.)

Wow, that is very different from the way my players approach a dungeon. I do what I can to keep things moving, but they always want to go as slowly as they possibly can. They take every opportunity they have to rest (Rope Trick) and try to explore every corner of the dungeon possible.



We were in on an adventure that had a very real time contraint. Plus our GM runs a living dungeon... everything changes as you go along. If we camp out and rest... things just get harder and harder, plus any prisoners or hostages will just get executed. We have invested alot of group funds into wands of healing, 3 wands of cure light wounds plus we have spent money recharging our wands of cure mod and cure serious. We have the ability to hammer on and on after most parties would have collapsed by the wayside.


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Lab Monkey
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01/15/2006 3:13 PM  
quote:
Originally posted by Malin Lug
We were in on an adventure that had a very real time contraint. Plus our GM runs a living dungeon... everything changes as you go along. If we camp out and rest... things just get harder and harder, plus any prisoners or hostages will just get executed. We have invested alot of group funds into wands of healing, 3 wands of cure light wounds plus we have spent money recharging our wands of cure mod and cure serious. We have the ability to hammer on and on after most parties would have collapsed by the wayside.

Ok, that makes some sense to me. I try to use similar plot elements to keep things moving, but my players love to drag their feet. One of my players is a doctor (MD) in RL- he's incredibly anal and detail oriented in everything he does, especially gaming. He tends to be the party leader and he'll take every opportunity he can to slow down the action (even if it means more hostiges get axed). Sigh...

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01/15/2006 4:42 PM  
quote:
Originally posted by Lab Monkey

Ok, that makes some sense to me. I try to use similar plot elements to keep things moving, but my players love to drag their feet. One of my players is a doctor (MD) in RL- he's incredibly anal and detail oriented in everything he does, especially gaming. He tends to be the party leader and he'll take every opportunity he can to slow down the action (even if it means more hostiges get axed). Sigh...



One plot element to use... make the hostages or items that are needed invaluable. Make a hostage somebody that the players care about, a family member or close contact. I don't know the dynamics of your group, but characters of good alignment are can be pretty predictable and if they refuse to push themselves, EXP penalties or change of alignments. I have seen a paladin changed to LN becuase he wouldn't push his group to fulfill a quest in timely manner. Don't give them a safe place to rest. Rope trick is not a completley safe place, remember that most demons have true sight (can see the entrance of a rope trick.) The first time an opponent casts firball into a rope trick, that will throw your party for a loop.

I have a tendency to be the leader of the group alot of the time (I am the one that sells all of our loot and holds the purse strings of the party funds.) We have a player that really like to drag things out and slow everything down, but he gets told either keep up or get out.


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01/16/2006 8:49 AM  
quote:
Originally posted by Lab Monkey
Ok, that makes some sense to me. I try to use similar plot elements to keep things moving, but my players love to drag their feet. One of my players is a doctor (MD) in RL- he's incredibly anal and detail oriented in everything he does, especially gaming. He tends to be the party leader and he'll take every opportunity he can to slow down the action (even if it means more hostiges get axed). Sigh...



Ugh that would piss me off to no end as a DM. I'd up the 'wandering damage' encounters about 300% to put an end to that sorry nonsense. And you won't be able to hide from me inside a measely Rope Trick either [}:)]

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Mud Lick, Kentucky

01/16/2006 10:27 AM  
quote:
Originally posted by Monsoon28

quote:
Originally posted by PatEllis15

As an aside:

I understand why the buff spells were tweaked back a bit. But does anyone else thinkg that they got slash a bit TOO much?! As I recall the intent was to make sure that SpellCasters didn't wake up superbuff, the party (for the day basically), and then head into the pit.

If the spells became 30 minutes, or 20 minutes per level, they'd at least see some regular use. I find that with 1 minute per level, the only time they get used is when the Characters retreat from a tough encounter, and they specifically buff up to go back in.

Pat E



I agree that they were modified too heavily, I thought a 10min/lvl would have be a better choice for most spells.




I agree as well. I hated what they did to those spells in 3.5. Our group had a house rule for awhile that we just used the 3.0 version and it didn't cause our campaigns to go screeching off into unmanagable-land. Honestly, I don't understand why WoTC does things like this.
Having them last 10/level is a nice middle ground solution.

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IanB
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01/16/2006 12:42 PM  
1 min/level is a good change, I think. It makes it more useful than a 1 rd/level spell in a running fight. At 1 hr/level they were pretty much a default cast-on-everyone-all-the-time option, which was boring and a bit disruptive to encounter balance. 10 minutes/level is functionally the same as 1 hr/level in most games.

Now in 3.5 the load of carrying enhancement bonuses is put off primarily onto items, so characters have to bear the costs of their own stat buffs (in gold and item slots), and choose only those buffs that are most important to them with the limited resources available to them. The stat buffs instead become short term combat buffs for stats you haven't been able to afford to get an item for yet.

Game balance improved with the change.

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Mud Lick, Kentucky

01/16/2006 3:57 PM  
I sometimes think there is a little too much emphasis on game balance and the change in the "buff" spells between 3.0 and 3.5 is one example of such unecessary rules modifications.

When they changed haste, that made sense. This change? Not so much.

This is based on my RPG experiences of course. Your results may vary [:)]

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I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM
Could somebody explain Snatch to me? I understand the basics, but not how to enter/use it. - Posted by orcmonk220
G's the man. - Posted By greyhaze on 11/11/2008 8:58 AM
I dont mind butting heads every once in a while. It makes thing interesting. Thats why I'd be heartbroken if Ghendar ever left - Posted By Count Dooku on 04/03/2006 11:58 AM

Lab Monkey
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01/16/2006 4:13 PM  
quote:
Originally posted by IanB

1 min/level is a good change, I think. It makes it more useful than a 1 rd/level spell in a running fight. At 1 hr/level they were pretty much a default cast-on-everyone-all-the-time option, which was boring and a bit disruptive to encounter balance. 10 minutes/level is functionally the same as 1 hr/level in most games.

Now in 3.5 the load of carrying enhancement bonuses is put off primarily onto items, so characters have to bear the costs of their own stat buffs (in gold and item slots), and choose only those buffs that are most important to them with the limited resources available to them. The stat buffs instead become short term combat buffs for stats you haven't been able to afford to get an item for yet.

Game balance improved with the change.

I agree with this. Some of my players hung out on the WotC Character Optimization boards pre-D&D3.5 when every build utilized these buffs with Extend and Empower (didn't they give a 1d4+1 enhancement instead of the flat bonus today?).

By combining Extended, Empowered Buffs with Persistant Spell (Divine Favor, Divine Power, etc.), Greater Magic Weapon, etc. clerics were now the best archers and melee fighters not to mention healers and blasters. No one was bothering with the slotted stat enhancement items. It was boring and by mid-level it made clerics the best class hands down.

I ended up houseruling Persistent Spell out of the game. I'm glad WotC nerfed a lot of these problems, my game has definitely improved as a result.


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Mud Lick, Kentucky

01/17/2006 1:20 PM  
quote:
Originally posted by Lab Monkey

quote:
Originally posted by IanB

1 min/level is a good change, I think. It makes it more useful than a 1 rd/level spell in a running fight. At 1 hr/level they were pretty much a default cast-on-everyone-all-the-time option, which was boring and a bit disruptive to encounter balance. 10 minutes/level is functionally the same as 1 hr/level in most games.

Now in 3.5 the load of carrying enhancement bonuses is put off primarily onto items, so characters have to bear the costs of their own stat buffs (in gold and item slots), and choose only those buffs that are most important to them with the limited resources available to them. The stat buffs instead become short term combat buffs for stats you haven't been able to afford to get an item for yet.

Game balance improved with the change.

I agree with this. Some of my players hung out on the WotC Character Optimization boards pre-D&D3.5 when every build utilized these buffs with Extend and Empower (didn't they give a 1d4+1 enhancement instead of the flat bonus today?).

By combining Extended, Empowered Buffs with Persistant Spell (Divine Favor, Divine Power, etc.), Greater Magic Weapon, etc. clerics were now the best archers and melee fighters not to mention healers and blasters. No one was bothering with the slotted stat enhancement items. It was boring and by mid-level it made clerics the best class hands down.

I ended up houseruling Persistent Spell out of the game. I'm glad WotC nerfed a lot of these problems, my game has definitely improved as a result.





Well LM, I guess I don't game with enough power gamers because the 3.0 buff spells never resulted in an unbalanced game. Interesting.

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I dont mind butting heads every once in a while. It makes thing interesting. Thats why I'd be heartbroken if Ghendar ever left - Posted By Count Dooku on 04/03/2006 11:58 AM

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01/17/2006 1:32 PM  
I had the Extended+Empowered+Persistant Spell problem. It really shot the game all to hell. One player was far more dangerous then the rest of the party.

Looking back on it I blame myself. I should have nipped it in the butt when he first started, but like so many things in life I din't see the slippery slope until it was too late.

So the moral is always try to see the long term outcome of your decisions before you make them. (You know like voting for Steven Harper[:0])

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01/17/2006 1:58 PM  
quote:
Originally posted by orcdoubleax

I had the Extended+Empowered+Persistant Spell problem. It really shot the game all to hell. One player was far more dangerous then the rest of the party.
Never had a problem with that... as long as I was that player. [)]

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01/17/2006 7:04 PM  
quote:
Originally posted by Ghendar
Well LM, I guess I don't game with enough power gamers because the 3.0 buff spells never resulted in an unbalanced game. Interesting.

YMMV.

Ghendar, your comment really nails it: the powergamer, not the spell, is really what's the problem. If used in the spirit that those spells were *likely* intended in 3.0 (i.e. not combined with 4-5 other persistant uber-buffs) I don't really think there's much of a problem. I just prefer the v3.5 changes because I don't have to rule 0 it.

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01/17/2006 8:12 PM  
Just vote for Duceppe then, orc ;)

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01/17/2006 8:16 PM  
quote:
Originally posted by Sir Bozak The Damned

Just vote for Duceppe then, orc ;)

[?]

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01/17/2006 9:04 PM  
quote:
Originally posted by Lab Monkey

quote:
Originally posted by Sir Bozak The Damned

Just vote for Duceppe then, orc ;)

[?]



Spamming your own thread??? Or is it just so many posts today you lost track of where you were???

As far as the buffs go... as a player, I have always been a fan of the longer buffs. But in a game balance terms, the shorter buffs are fine. They have been redesigned NOT to last an entire adventure. They are supposed to last for only a few fights. Giving a +4 to strength, dex, wis, chr, int, or con for an entire adventure is beyond the scope of what a 2nd level spell should be able to do. What wizard wouldn't cast fox's cunning on himself before going into a dungeon to give a +2 to the DC of all saves? It shouldn't last longer than a fight or two.


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