tag:blogger.com,1999:blog-7239577512598038009.post8650720811067368160..comments2024-02-27T01:17:39.925-08:00Comments on The Nine and Thirty Kingdoms: Re-Doing Spell Durations: Magic-UserTalysmanhttp://www.blogger.com/profile/02162328521343832412noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-7239577512598038009.post-22045551018391651702013-11-24T12:35:21.680-08:002013-11-24T12:35:21.680-08:00Fair enough!Fair enough!Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.comtag:blogger.com,1999:blog-7239577512598038009.post-41098091793857314342013-11-24T11:48:36.044-08:002013-11-24T11:48:36.044-08:00We have different design goals, though. You're...We have different design goals, though. You're trying to reduce workload and make it easy for players to grasp, while still fitting into your personal conception of magic. I'm simplifying as much as possible while still keeping the final version of the spell as close to those in the original as possible.Talysmanhttps://www.blogger.com/profile/02162328521343832412noreply@blogger.comtag:blogger.com,1999:blog-7239577512598038009.post-19546789842784137592013-11-24T11:39:32.536-08:002013-11-24T11:39:32.536-08:00I've simplified even further: for non-instanta...I've simplified even further: for non-instantaneous spells, duration = level in exploration turns.<br /><br />Or, duration is indefinite, but only one effect may be maintained, and concentration checks are required in certain circumstances (this is the Gravity Sinister "sustain" approach). Thus, one can fly or be shielded, but not both, and switching the effect requires casting another spell (and thus using up some of whatever resource allows casting spells).<br /><br />I think I prefer the second method conceptually, given that it doesn't require tracking any countdowns, though duration = level is easier to explain to experienced players.Necropraxishttps://www.blogger.com/profile/12716340801054739658noreply@blogger.com