
Volkard Abendroth |

One of the changes made in certain editions of D&D was redefining spell durations, e.g. encounter or all day.
With Pathfinder 3.0 adding an Exploration Mode where time is measured in Minutes -> Hours, how is this going to impact spell durations?
Are all spells with less than an hour/level duration going to immediately stop working when an encounter ends?

wraithstrike |

They actually have time limits that is measured in unit of time such as minutes. They duration is not "per encounter".
Of course that could change, but I really wouldn't care for that. Since searching rooms is not going to actually take minutes the idea of sprinting from room to room to get the most out of a buff is likely going away unless parties don't search, and that is likely going to be a bad idea.

Volkard Abendroth |

They actually have time limits that is measured in unit of time such as minutes. They duration is not "per encounter".
Of course that could change, but I really wouldn't care for that. Since searching rooms is not going to actually take minutes the idea of sprinting from room to room to get the most out of a buff is likely going away unless parties don't search, and that is likely going to be a bad idea.
/shrug
You can blitzkrieg most dungeons/small building in under 5 minutes in in-game time, if you actually do the entire thing on a per-round basis. Including searching for and disabling traps.
Go back and sift through the rubble and corpses afterwards for the loot.

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Everquest II d20 had a great system for dealing with buffs, and I think it was tried by Wizards at some point (Maybe in 4th?) where you had x buff slots. The spells lasted all day, but you could only have that number of buffs on you at once, certain more powerful buffs (like Haste) would take up multiple slots.
I think that's a good system, and it lets buffs to things like initiative/stealth rolls etc get some more use.