A Variant Rule For Metamagic and Base Attack

airwalkrr

Adventurer
I am currently designing my own D&D system with the intent to simplify the rules a bit and make play more streamlined. Towards that end, I have developed a new action system that effectively eliminates the need for things like free actions and full-round actions and the confusion derived therefrom. This primarily effects metamagic and base attack bonus.

Actions
There are now four types of actions in the game. Each character receives three actions on their turn, a standard, a move, and a swift.
Swift: This is a simple action that does not take long to perform such as casting a quickened spell or taking a 5-foot step. A character who uses an immediate action loses his swift action on his next turn.
Immediate: Like a swift action, but it can be performed at any time. Using an immediate action uses up your swift action on your next turn.
Move: More involved than a swift action, a move action can be used to move your speed, pickup an item, or do a number of other various things. A character may take a swift action instead of a move action if he wishes.
Standard: These are the most time-consuming actions. They typically involve attacking, casting a spell, or other similarly vigorous activity. A character may take a move or swift action instead of a standard action if he wishes.

Metamagic
One of my goals with the metamagic system was to make all forms of metamagic feats potentially useful to any caster, regardless of level. Each metamagic feat requires a certain number of swift actions to "charge" before it is usuable that is based on the type of metamagic and the level of the spell. When using a metamagic feat, a character must spend 1 or more swift actions preparing the metamagic. A character may spend up to three swift actions per round in this way (although this precludes the character from doing anything else that round), but a character must always use at least one swift action each round to charge the metamagic or all previous rounds of preparation are lost. Once metamagic has been charged, the character must apply it to a spell before the end of his next turn or the metamagic is lost. A character may only prepare one kind of metamagic at a time unless he has the Combined Metamagic feat.

The cost to charge a form of metamagic is equal to the level of the spell plus the modifier based on the type of metamagic being used. The following modifiers apply to metamagic feats.
Quicken - 4
Maximize - 3
Widen - 3
Empower - 2
Silent - 1
Still - 1
Heighten - the number of spell levels by which you wish to increase the spell to a maximum of the highest level spell you can cast

For example, a caster wishing to cast a maximized 1st-level spell would need to spend four swift actions over a period of no more than four consecutive rounds to prepare the metamagic. The caster could spend three swift actions on his first turn, followed by a swift action and a standard action to cast on his next turn. Quickening a 9th-level spell would require 13 swift actions (but it would be possible for any caster capable of casting 9th-level spells)!

Some of the side effects of this system are that casters get an advantage when they have time to act before making a surprise action. Additionally, clerics who cast healing spells outside of combat will have the chance to maximize such spells, making them more useful. There are possibly some other unforeseen consequences. Please enlighten me if you can think of any.

The following feat is added.

Combined Metamagic
When preparing metamagic, you may add the cost of two metamagic effects together and add the spell level to determine the total number of swift actions required. Once you have spent all the necessary swift actions to prepare the metamagic, you may use the two metamagic effects on the same spell.

Base Attack
I've never liked the fact that iterative attacks are practically worthless unless you are fighting an ooze or undead. Plus, in my high level (18th-19th) game it has consistently bogged down combat because the attacking character has to calculate numerous bonuses to his attacks. This becomes worse when adding Power Attack into the mix. So the existing rules for extra attacks for a high base attack bonus are changed.

Any character can make a melee or ranged attack as a standard action. Once a character's base attack bonus is +8 or higher, the character gains the ability to make an attack as a move action. Once a character's base attack bonus is +16 or higher, the character gains the ability to make an attack as a swift action. A character may make up to three attacks in a round in this way. This opens the door for high-level characters to do more things while attacking. For example, a 16th-level fighter could use a swift action to attack, a move action to move, and a standard action to drink a potion.

Monks work a bit differently. At 1st level and higher, a monk may use a move action to make an extra attack using flurry of blows (no penalty). At 6th level, a monk may use a swift action to make an extra attack with flurry of blows. At 11th level, a monk may make two attacks each time he spends a standard action to attack. As usual, these attacks only apply to special monk weapons or unarmed strikes. Attacks with other weapons must be made using the base attack rules above.

Extra attacks such as from haste or a speed weapon follow a similar progression. If a character is hasted or using a speed weapon then he may make his attacks as if his base attack bonus was one tier higher. For example, a 3rd-level fighter may make two attacks, one as a move action, the other as a standard action. A 16th-level fighter may make four attacks, one as a swift, one as a move, and two as a standard. An 11th-level monk may make up to five attacks if using flurry of blows, one as a swift action, two as a move action, and two as a standard action. In the theoretical case of a character who can already make five attacks each round gaining an additional attack from haste, that character would be able to make two attacks as a swift, move, or standard action, a total of up to six attacks each round.

Actions and New Action Types
Actions typically follow the rules found on table 8-2 of the Player's Handbook, although there are a few exceptions.

Sunder - may be made in place of an attack
Total defense (parry) - a character may attack while using total defense (which is renamed parry) if he may make an attack as a move or swift action
Load a hand crossbow or light crossbow - a move action (swift with Rapid Reload)
Full attack - this option no longer exists
Charge - Move + Standard (may still make an attack as a swift action if the character has a high enough bab)
Load a heavy or repeating crossbow - Standard (move with Rapid Reload)
Use touch spell on up to six friends - Standard + Move
*most other full-round actions take only a standard action to perform
Cast a quickened spell - Swift
Cease concentration on a spell - no action
Drop an item - Swift
Drop to the floor - Swift
Prepare spell components to cast a spell - Swift
Speak - no action
5-foot step - Swift
 

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Eminently sensible. I might steal some or all of this system. It also seems to help fighters by reassigning to them the abillity to use multiple attacks effectively, as was the case in 2e.
 

So.. if I am reading your metamagic section right, in order to cast a Quickened spell I need to spend at least 2 rounds casting it?

Um.... :confused:

As to the BAB stuff.. that looks interesing, but would not mesh well with the rules I use for grapple {Requires one attack per round to maintain the grapple, damage can only be done with iterative attacks}
 

Primitive Screwhead said:
So.. if I am reading your metamagic section right, in order to cast a Quickened spell I need to spend at least 2 rounds casting it?

Um.... :confused:

There are two advantages that could be gained from this, possibly more. The first is when you are fighting a creature with very high fast healing or its own healing capability that your party has difficulty dealing enough damage to actually keep the creature down. In that respect, it is the damage you deal in one round alone that is more important than the damage you deal during the entire combat. The second advantage (the more common one) is when the combat is long. If the mage is staying put and not using his move or swift actions for anything else, he could be ready to add a 0 or 1st level spell to whatever else he casts on round 3 or a 2nd or 3rd level spell to whatever else he casts on round 4. Or he may wish to prepare a specific combination of spells that are more beneficial if he can cast them in the same round.

Primitive Screwhead said:
As to the BAB stuff.. that looks interesing, but would not mesh well with the rules I use for grapple {Requires one attack per round to maintain the grapple, damage can only be done with iterative attacks}

I don't see why it wouldn't work with your grapple rules. Apparently you do not wish for characters to be able to deal damage in a grapple until they are 6th level. This merely delays this ability until they reach 8th level.

(Off-topic: Why have such restrictive rules on grappling? Have you seen it abused? How does it affect Evard's black tentacles and similar spells that rely on grappling?)
 

How about going the Psionics route, and requiring a resource (in your case, an action) to initiate meta-magic, but also require an additional resource for stronger meta-magic.

For example, Extend could cost you only a Move action, while Quicken would cost you both a Move action and also a spell-slot three levels higher -- or a Move action and a 3rd level spell-slot?

Thus, Extend, Silent, and Still become "free", though you can only apply one to any given spell. That's a nice reward for taking the feat.

I like anything that means you can't Quicken and also Empower in the same round. :)

Cheers, -- N
 

airwalkrr said:
(Off-topic: Why have such restrictive rules on grappling? Have you seen it abused? How does it affect Evard's black tentacles and similar spells that rely on grappling?)

I use "Grappling for Begginers", a revamp of the mechanics so they follow more closely with the D20 concept. You can still deal damage, but it requires TWF or some other means of getting a second attack in a round.

I haven't seen grappling abused, more I have not seen it used. Hence trying a much simpler mechanic. I have it as a HR in my current campaign but grappling has still been only a footnote.. I think there have been three grapple actions taken in the past 4 sessions...
 

Primitive Screwhead said:
So.. if I am reading your metamagic section right, in order to cast a Quickened spell I need to spend at least 2 rounds casting it?
One thought I've had along these lines was to have a quickened spell cast at -6 caster levels. However, it will still be too good for spells that don't rely on caster level such as true strike. One alternative is to put a clause in such spells that make them depend on caster level when quickened, e.g. a quickened true strike gives a +1 insight bonus to attack rolls per caster level (possibly capped at +10).

[EDIT: Add in another clause that a spell can't be cast if you couldn't cast it at the lower caster level, and you have an extra limitation on quicken. Thus, a 7th-level spellcaster could only quicken a 1st-level spell, and it would be cast at 1st caster level.]
 

The big problem here seems to be Quicken Spell given that it makes quite a change on the use of the feat itself...

perhaps the answer is to modify Quicken into another thing entirely...

just tossing ideas around, I like your treatment of Metamagic feats.
 

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