seankreynolds
Adventurer
To clarify, I did mean "bard and sorcerer" above. And yes, the bard and sorcerer "pay" more that wiz and cleric because it takes longer for them to cast metamagicked spells (yes they gain the versatility, but the cost-of-use cost is still higher compared to those who don't have to long-cast). And they can't even use one of the feats (Quicken Spell).
If you have access to a spell slot, either that access means a lot or it doesn't.
If it means a lot, then an ability that forces you to spend that higher slot had better be a powerful ability, because that's a big cost.
If it doesn't mean a lot, then classes like the Mystic Theurge are way overbalanced, as the justification for that class is that a multiclassed spellcaster is hurt too much by losing those higher-level spell slots.
Yes, but the weapon feats let you use them *over and over again* every round and gain the full benefit of the feat at a minimal cost: using the weapon you want to use anyway. If you use a metamagic feat, by definition you are nerfing yourself because you can't use your most effective spells, or are even limited to using your worst-by-comparison spells ("Woohoo, I'm 6th-level, I'll take Empower Spell ... and empower my magic missile ... wow, that's equal to a normal fireball....")
Sure they do, if you consider the prereqs "strings." There are many feats that expand your ability to do something and give it an X per day interval (Extra Turning and Stunning Fist are perfect examples). It's not bad game design to do so, you just have to justify/explain the cost (in the case of this system, it's Con-based, so obviously you're drawing on your own energy or channeling power through yourself in an unusual to power the effect).
Yes.
It's better in that it's not as weak as the present system, and might encourage more people to try metamagic. Better like how Skill Focus is better than feat called "Skill Casual Study" that gives you +1 to one skill. It's balanced (IMO), and something that (1) is balanced and (2) encourages a barely-used part of the game system to be used more often is better, and is good game design.
Graf said:I've seen metamagic used quite successfuly in my current game. From reading story hours I don't think this is an isolated case. Given my wizard-players ability to wring every ounce of power from his spellbook I don't think he wouldn't be maximizing his fireballs or extending his buffs if he were being "over charged".
Many powerful and useful feats don't work without some other preperation. I'm not sure why memorizing a spell as a higher level is somehow different from the constraints applied to other classes.
If you have access to a spell slot, either that access means a lot or it doesn't.
If it means a lot, then an ability that forces you to spend that higher slot had better be a powerful ability, because that's a big cost.
If it doesn't mean a lot, then classes like the Mystic Theurge are way overbalanced, as the justification for that class is that a multiclassed spellcaster is hurt too much by losing those higher-level spell slots.
Weapon focus/Finesse/Specialization requires the character to use a specific weapon. Not the same but without that preperation the feat does nothing for the character. Fighting with two weapons causes a combatant to forgo the ac bonus of a shield, or else take additional feats to compensate.
Yes, but the weapon feats let you use them *over and over again* every round and gain the full benefit of the feat at a minimal cost: using the weapon you want to use anyway. If you use a metamagic feat, by definition you are nerfing yourself because you can't use your most effective spells, or are even limited to using your worst-by-comparison spells ("Woohoo, I'm 6th-level, I'll take Empower Spell ... and empower my magic missile ... wow, that's equal to a normal fireball....")
Feats, especially good feats, don't usually just give out free once-a-day powers with no special strings attached.
Sure they do, if you consider the prereqs "strings." There are many feats that expand your ability to do something and give it an X per day interval (Extra Turning and Stunning Fist are perfect examples). It's not bad game design to do so, you just have to justify/explain the cost (in the case of this system, it's Con-based, so obviously you're drawing on your own energy or channeling power through yourself in an unusual to power the effect).
This was the metamagic system previewed (by Andy Collins) in the house rules section of dragon a few months ago?
Yes.
I thought it was interesting, and might be a lot of fun. However it didn't seem like a "better version of metamagic" but a "different way to do metamagic if you want arcane casters to be more spontanous".
It's better in that it's not as weak as the present system, and might encourage more people to try metamagic. Better like how Skill Focus is better than feat called "Skill Casual Study" that gives you +1 to one skill. It's balanced (IMO), and something that (1) is balanced and (2) encourages a barely-used part of the game system to be used more often is better, and is good game design.