D&D 3E/3.5 3.5 Haste House Rules?

Three_Haligonians

First Post
Hey all,

Our group is having some issues with 3.5 Haste, and I'm sure there must be a thread somewhere on Enworld about it, but I can't find it. If anyone can provide a link, it would be much appreciated,

Thanks,

R from Three Haligonians
 
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Somewhere someone mad a version that made it so you could move more, but no spells.... No idea where though. Sorry.
 

If you're looking for a specific thread, I can't help you. But if you're looking for a house rule on Haste that allows extra move or extra attacks but no extra spells, I'll show you my house rule:

'Haste: Target gains an extra Partial action (non Magical), +2 AC, Attack Rolls & Ref Saves. Jump +5. (Run=6xSpeed)

Slow: Make only one partial action, -2 AC, Attack Rolls & Ref Saves. Jump -5.'

I believe the term 'partial action' has been removed from 3.5, but the effect of the spells should be clear enough.

Btw, I've included some changes to Slow, so they mechanically cancel each other out.
 



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
 
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My question is: do you actually want hasted casters to be able to pull off 2 spells per round or not?

You may change 3.5 Haste so that it actually grant an extra action, but specify that you are still limited to one spell per round (plus one quickened eventually).

This will let a caster cast and take two move actions, or cast + attack + move, allowing a few tricks for example:

- move out from total cover, cast, move back to total cover ("cast on the run")
- cast a touch attack spell and make 2 touch attacks per round (1st touch attack comes with the casting standard action)
- cast a touch attack spell and charge with it
- cast a summoning spell and finish casting in the same round (with a specific mention of this)
 

Several options come to mind

a) Haste gives a target an extra MEA. Good for melee fighters (more like 3.0 haste for them) but doesn't help casters with extra spells

b) Haste gives an extra standard action (probably too good for casters)

c) Haste allows a caster to cast an additional spell per round but works by giving the caster an automatic quickening of a spell of his choice each round - i.e. He can only cast a spell which is 4 or more levels lower than the most powerful spell he can cast.

d) duplicate the functionality of the schism psionic power

e) Do something entirely different. Haste in my campaign gives double movement speed (to a max of +30ft), +4 hit, +4 AC, +4 Reflex ST to a single target. Slow does the reverse (half speed, -4 hit, -4 AC, -4 Ref ST).

Cheers
 

Hasted creatures may take an extra standard or move action each turn as a swift action. An attack made uses the creature's full base attack bonus, plus any modifiers appropriate to the situation. This effect however does not allow a caster to cast a second spell.

e) Do something entirely different. Haste in my campaign gives double movement speed (to a max of +30ft), +4 hit, +4 AC, +4 Reflex ST to a single target. Slow does the reverse (half speed, -4 hit, -4 AC, -4 Ref ST).

IMO that would just out all flavor that Haste has and make it just another buff.
 
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Plane Sailing said:
e) Do something entirely different. Haste in my campaign gives double movement speed (to a max of +30ft), +4 hit, +4 AC, +4 Reflex ST to a single target. Slow does the reverse (half speed, -4 hit, -4 AC, -4 Ref ST).

Point of Clarification: Does the Slow spell have a corresponding maximum to it's ability to modify a characters speed? Taking the case of a high level Monk (Base speed 90 ft.), applying haste to them doubles their speed, but with a max of 30, so their new speed is 120 ft. If Slow, on the other hand, has no corresponding limit then it would slow them to 45 ft., if it does it would be down to 60 ft. As I talk about it it might make more sense to have haste/slow increase/decrease movement at the same rate, i.e. +/- 45 ft in this case, the alteration to the speed being half of the original speed.
 

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