Quote:
Originally Posted by Shostak
The two-turn expiry is indeed limiting. But, the spell can still be a game-changer when used to pump up DX for a crucial aimed attack or even just to let a character with low adjDX suddenly get to act before their adversary for two turns.
But if two turns is too short, what duration do you think would make it more reasonable? Four?
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Three turns would be a huge increase. Or Four. I don't like changing in house rules. I prefer clarifications in house rules.
Certainly a wizard with aid and his battle ax wielding friend make for a deadly pair of new characters. Just how many players want their character to be merely an appendage to another? I am not arguing against Aid, I am just saying my players seldomly use it.
Maybe I should have a tag along NPC wiz apprentice that uses it a lot to give them ideas.