Well, I wasn't going to bring it up because I didn't want to start up a debate that I figured had already happened, but since I can't find it, I guess I'll *restart?* it.
Okay, my major problem with Haste is this: Basically, what Haste does is make you go faster. Hence, you get a bonus to your AC, and move faster. And you get an extra attack. If Haste is just making you go faster, why can't you use that extra time to do whatever you want, instead of just a melee attack? I think its unfair to all spellcasting classes.
Now, I might be happy to just use 3.0 Haste, but I think it's too powerful with its +4 AC, and maybe it's unfair to characters that fight with weapons (after all, Haste doesn't benefit their full round attack). Also, we want to keep Quicken Spell a useful option. So we're trying to come up with a mixture of the two.
We also want to keep it as simple as possible. We have already gone through several house-rule Hastes, and they become so complicated that its impossible to explain to new players.
So, all you with house-rules for Haste, please let us know what they are, it will be greatly appreciated!
Thanks,
R from Three Haligonians