Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site inuxg.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!houxm!ihnp4!inuxc!inuxg!burton From: burton@inuxg.UUCP (Thomas Burton) Newsgroups: net.games.frp Subject: Re: Time in AD&D Message-ID: <300@inuxg.UUCP> Date: Thu, 31-May-84 12:28:25 EDT Article-I.D.: inuxg.300 Posted: Thu May 31 12:28:25 1984 Date-Received: Sat, 2-Jun-84 09:56:19 EDT References: <1144@qubix.UUCP> Organization: AT&T Consumer Products Div., Indianapolis Lines: 26 xx <- two-footed bug stomp! In reply to Steve Maurer: When was the last time I waited five segments for a Cure Light Wounds to take effect? The last time a player tried to throw it while in the heat of battle, that's when! I have always (well, except for the first two or three times I ever played) used the casting time and duration limitations of spells. It is especially important to use these limits while in battle, otherwise MagicUsers are super powerful even at low levels. With the casting time and duration limits, they are definitely less powerful. For instance, my dungeon group just recently destroyed a 9th level magic user, even though no one was above 4th level. How? They managed to keep him from throwing the powerful but long-casting- time spells (they still very nearly bit the dust). Similarly, I always mark time on the Sleep spells; the players know that unless they quickly dispatch their non-slept opponents so that they can get around to putting away the slept ones, they will soon be in a heap of trouble. I re-iterate: all good DM's use the casting time and duration limits on the spells (or at least something very similar) to maintain game balance. Doug Burton ATT-CP Indianapolis inuxg!burton