Short
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.
DESIGN
DIARY PAST ENTRIES
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."