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4th edition with Metamagic feats.

Uber Dungeon

First Post
Hay everyone, I just got my friend, a stubborn 3.5 player to join my 4e game. He always plays a wizard and the only way he'd play was if I allowed some wizard tweaking. So heres what we came up with.

I made metamagic feats into category (using 3.5 Players Hand Book And various metamagics from around as an example)
- The meta magic feats are being applied to any spell that the wizard is able to cast.
-:D Week or mildly noticeable metamagic feats can be used as: "At-Will" (such as; Enlarge Spell, Extend Spell, Heighten Spell, silent Spell and still Spell)

-:mad: noticeable metamagic feats can be used as: "Encounter" (such as; Empower Spell, Maximize Spell, quicken Spell, Or 2 At-Will metamagic used together (Note: two At-Will metamagic feats used in this fashion can not be used again in that combat as though they wore used encounter powers)

-:devil: Awesome powerful metamagic feats work as: "daily" (such as: Twin Spell, Chain Magic, Widen Spell) or 2 Encounters metamagic combined or 4 At-will metamagic combined, noting that 2 encounters or 4 At-Will used like this will be gone for the day as though they wore all used as daily.

if any metamagic is used on an At-Will, Encounter or Daily power, it also counts as having used that power, so you could only pump a daily power once a day or an encounter power once an encounter, At-will etc.

This has only bin play tested for a wizard levels 1 to 5. It seems to balance out alright, It kinda lets a wizard really kick but in short burst's before returning to the normal 4e wizard.
 

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I'd be careful of balance with the other classes with this. 3.5 wizards were flat out more powerful than many other characters at higher levels, with the exception of clerics and druids. While I think wizards really needed some of the improvements they received with Arcane Power and various Dragon articles, they are roughly no better or worse than the other classes in 4E.

That said, I don't think that Enlarge Spell should be counted as a minor improvement. Here's the current feat:
D&D Compendium said:
Enlarge Spell
Heroic Tier
Prerequisite: Wis 13, wizard
Benefit: Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled with the power to increase the size of its blast or its burst by 1.
You can’t use this feat on a power that doesn’t roll dice for damage.
The designers felt that the damage reduction needed to be there even with the cost of a feat to gain this ability. I'd say that if you are going to allow a variant of Enlarge Spell that gives it to you with no penalty, then it needs to be usable only once per encounter. Otherwise it's unbalanced.

Empower Spell might be fine as an encounter, Maximize should be a daily.

Good luck with it!
 

This has only bin play tested for a wizard levels 1 to 5. It seems to balance out alright, It kinda lets a wizard really kick but in short burst's before returning to the normal 4e wizard.

Balance against what?

Near as I can tell, you basically gave a huge powerup to wizards for this guy. Have you done anything comparable for the other classes? Because otherwise, the wizard now looks significantly better than the other classes, especially other controllers.
 

I saw somewhere that Mongoose Publishing(?) has a 4e Quinticential Wizard that has metamagic in it at the cost of a healing surge, I think.
 

Balance against what?

Near as I can tell, you basically gave a huge powerup to wizards for this guy. Have you done anything comparable for the other classes? Because otherwise, the wizard now looks significantly better than the other classes, especially other controllers.

Yeah, Our Rouge is gaining "Trap finding" And Trap Sense is being gained as a 3.5 Rouge.
Our Paladin, Has the 3.5 sense evil and with channel Divinity; can channel there deity's alignment into an aligned attack. (thats an encounter, we ruled on WIS bonus on damage to apposing alignment)
Then we got a normal ranger. lol
 

I'd be careful of balance with the other classes with this. 3.5 wizards were flat out more powerful than many other characters at higher levels, with the exception of clerics and druids. While I think wizards really needed some of the improvements they received with Arcane Power and various Dragon articles, they are roughly no better or worse than the other classes in 4E.

That said, I don't think that Enlarge Spell should be counted as a minor improvement. Here's the current feat:

The designers felt that the damage reduction needed to be there even with the cost of a feat to gain this ability. I'd say that if you are going to allow a variant of Enlarge Spell that gives it to you with no penalty, then it needs to be usable only once per encounter. Otherwise it's unbalanced.

Empower Spell might be fine as an encounter, Maximize should be a daily.

Good luck with it!

In our game Enlarge spell has bin used for distance only but not area of effect. feats in my game are usually played as the majority of the players perceive them to be.
However if it wore effecting range and area; It'd be as an encounter and with the rules by D&D Compendium. would probably be the appropriate choice.

As for maximize spell; I'd make it a daily but my wizard whines like a little b**ch.
I'm ok with it though, I give them nothing and make them work like dogs to get every little bit of items, gold or what have you!
 

Balance against what?

Near as I can tell, you basically gave a huge powerup to wizards for this guy. Have you done anything comparable for the other classes? Because otherwise, the wizard now looks significantly better than the other classes, especially other controllers.

Yes, but it's clearly something he wants allow for his wizard player in order to preserve the 3.5 "I wanna be OP" wizard and to persuade an otherwise reluctant player to try 4E. Given that the addition of these feats sounded like a done deal, I just made a couple recommendations without saying "don't do it!". I wouldn't add these sorts of imports of 3E feats into a 4E game personally.

To Ghalleon, good luck with your game and don't let your players push you around too much! :D
 

Personally I'd kill to play a normal 4e wizard. Seems that All I've done in 4e is Dungeon Master.
On the other hand I get the pleasure of devising the most even battles possible and trying to kill everyone, lol.
Everything beyond the wizard was mostly my suggestion, I enjoy the rule play prospects revolving around the paladins "sense evil" and I like traps to range from mild to devastating, so i give rouge trap finding/sense. give them a good fighting chance.
 

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