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Divine Metamagic Feat
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 1609724" data-attributes="member: 1165"><p>And I must beg to differ with you.</p><p></p><p></p><p></p><p>Not by that much. Powerful feats usually come with BAB requirements, caster level requirements, or <strong>costs</strong> that count, and they still don't let you act like a character of much higher level like that.</p><p></p><p></p><p></p><p>Actually, the shadowdancer's main problem is the unclear rules around Hide in Plain Sight, available at first level. It doesn't help that a lot of people interpret HiPS as very powerful, so they can get away with just taking one level of it and go bafck to sneak attack goodness.</p><p></p><p>Furthermore, you <em>can</em> summon creatures more powerful than shadows - you can even create them* - and you can <em>dimension door</em> without those restrictions without being a shadowdancer.</p><p></p><p></p><p></p><p>Have you seen what happens to a 13th-level wizard who gets <em>hit</em> by one of those things? Unless wizards everywhere are going to walk around with an <em>immediate elemental immunity</em> spell then this is quite unfair to them.</p><p></p><p></p><p></p><p>Yes, they can, they can do more powerful things than other characters at earlier levels.</p><p></p><p></p><p></p><p>Perhaps you think the small number of feats used to "balance" this ability actually works. It does not. If I were a cleric I wouldn't think twice of taking Extra Turning two or three times for an ability that is this powerful.</p><p></p><p>None of those turning feats are this powerful, either, and they take the same number of feats.</p><p></p><p></p><p></p><p>By the time you can cast 9th-level spells, you're walking around with 300,000 or 500,000 gp worth of magic items, and wizards don't rely on their items as much as non-spellcasters either. I'm not seeing these ars being balanced before epic levels. Ever since when have items been more powerful for determining what your character can do than your character's own special abilities?</p><p></p><p></p><p></p><p>Again, problem!</p><p></p><p></p><p></p><p>Nice try, but this issue has been there before. Metamagic rods were available in 3.0 - people complained, but WotC did not listen. Indeed, WotC cut their price.</p><p></p><p>The incantatrix was around in 3.0 and had to be hit with huge nerfs to wrestle it into some kind of balance.</p><p></p><p>And finally, did you notice the (Psi) in my handle? Psionics 3.0 used to do the same thing and <em>it was busted</em>. I've used the 3.0 psionics ruleset extensively and I can tell you from experience as both a player and a DM that busting the metacap like that was busted - even though psions didn't get the wizard's free scaling.</p><p></p><p>The XPH is a lot more balanced than the 3.0 PsiH, and one reason is that they cut back on such abuse. At least one WotC author seemed capable of learning lessons from the fanbase.</p><p></p><p></p><p></p><p>I've already tried, and these things are among the very broken things in the game.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 1609724, member: 1165"] And I must beg to differ with you. Not by that much. Powerful feats usually come with BAB requirements, caster level requirements, or [b]costs[/b] that count, and they still don't let you act like a character of much higher level like that. Actually, the shadowdancer's main problem is the unclear rules around Hide in Plain Sight, available at first level. It doesn't help that a lot of people interpret HiPS as very powerful, so they can get away with just taking one level of it and go bafck to sneak attack goodness. Furthermore, you [i]can[/i] summon creatures more powerful than shadows - you can even create them* - and you can [i]dimension door[/i] without those restrictions without being a shadowdancer. Have you seen what happens to a 13th-level wizard who gets [i]hit[/i] by one of those things? Unless wizards everywhere are going to walk around with an [i]immediate elemental immunity[/i] spell then this is quite unfair to them. Yes, they can, they can do more powerful things than other characters at earlier levels. Perhaps you think the small number of feats used to "balance" this ability actually works. It does not. If I were a cleric I wouldn't think twice of taking Extra Turning two or three times for an ability that is this powerful. None of those turning feats are this powerful, either, and they take the same number of feats. By the time you can cast 9th-level spells, you're walking around with 300,000 or 500,000 gp worth of magic items, and wizards don't rely on their items as much as non-spellcasters either. I'm not seeing these ars being balanced before epic levels. Ever since when have items been more powerful for determining what your character can do than your character's own special abilities? Again, problem! Nice try, but this issue has been there before. Metamagic rods were available in 3.0 - people complained, but WotC did not listen. Indeed, WotC cut their price. The incantatrix was around in 3.0 and had to be hit with huge nerfs to wrestle it into some kind of balance. And finally, did you notice the (Psi) in my handle? Psionics 3.0 used to do the same thing and [i]it was busted[/i]. I've used the 3.0 psionics ruleset extensively and I can tell you from experience as both a player and a DM that busting the metacap like that was busted - even though psions didn't get the wizard's free scaling. The XPH is a lot more balanced than the 3.0 PsiH, and one reason is that they cut back on such abuse. At least one WotC author seemed capable of learning lessons from the fanbase. I've already tried, and these things are among the very broken things in the game. [/QUOTE]
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