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Go, Go, Go!

Monte Cook's Arcana UnearthedShort entry this time. I hate spells with 1 minute/level durations. Spells that last 1 round/level basically last "one combat." Spells that last 10 minutes/level basically last through the better part of a day's encounters and battles (most adventurers tend to put themselves in danger about an hour a day, and then either travel or rest the rest of the day). Spells that last 1 hour/level basically last through the important part of a day.

But spells that last 1 minute/level last through a battle, and then encourage the group to race off to the next encounter before the spell runs out.

DM: "The last of the bugbears drops from your relentless assault. What do you do?"

Player One: "Let's search the bugbears for treasure, see if any of them are still alive for questioning later, and check if there are any secret doors in this room..."

Player Two: "No time, my spell has only got three and a half minutes left!"

Player Three: "Hey, you're right! Mine too. I fling open the door and race into the next room, looking for battle!"

Player One: "But..."

Player Two: "Go, go, go!"

As a DM, I tire of the whole "Go, go, go!" approach. It makes for sloppy and unrealistic play, and the game system encourages it. That's why you won't find hardly any 1 minute/level spells in Arcana Unearthed, and most of the few that are in there aren't really combat spells.

Okay, truenames next week, really.


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