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Featured Replies

Everyone would agree that rebuffing is the tedious most process one could experience in an rpg. Instead beginning the encounter with a pause and buff selection, why not preselect several buffs (really a few) during the rest that will be active until you rest again? Maybe sacrificing the spell slots or at some other penalty, but rebuffing should be eliminated! Only if it's a short strong lifesaving buff like arcane weil, but not common blessing and other tedious stuff.

I see the dreams so marvelously sad

 

The creeks of land so solid and encrusted

 

Where wave and tide against the shore is busted

 

While chanting by the moonlit twilight's bed

 

trees (of Twin Elms) could use more of Magran's touch © Durance

 

in my opinion buffs should be modal and only one per character can be active at the same time. i liked the way it was done in dragon age.

 

if i understand correctly that is the way the paladin auras work. to me priest buffs should work the same way

There won't be prebuffs in the game. That's been flatly stated as a basic design feature. They've been replaced with modal abilities, auras, and multi-purpose combat buffs--and by designing the encounters so you don't miss them.

I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

Huh, I never thought of it, but was I supposed to be turning on the model abilities every fight? I thought it was turn it on once and done.

The modals are sticky. The per-encounter ones, obviously, are not.

I have a project. It's a tabletop RPG. It's free. It's a work in progress. Find it here: www.brikoleur.com

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