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<blockquote data-quote="Cheiromancer" data-source="post: 3083133" data-attributes="member: 141"><p>Agreed. However, I will sometimes extract the values of factors by comparing non-epic spells. I will express the difference in metamagic levels, convert to SP (by doubling) then divide by 6. For example: <em>fireball</em> + heighten (+4 levels) + enhance (+4 levels) + delay (+3 levels) = <em>delayed blast fireball</em>; +11 levels = +22 SP, divided by 6 is approximately +4. So <em>dbf</em> is +4 levels higher than <em>fireball</em>, but is a little weak for its level. It would make a strong 6th level spell. The point is that I am not using half-factors, but one-third-factors. This is in a specialized research context- identifying the values of factors, not applying them. With that caveat, I agree completely with your predicate.</p><p></p><p></p><p>Tentatively yes. The problem is if you allow switching a [Save: Reflex half] to a [Save: None] by requiring a ranged attack roll. That is a significant enhancement; I'd guess about +6.</p><p></p><p></p><p>Yes, although [touch <==> close] should be +/-4.</p><p></p><p></p><p>Some metamagic values are safer than others. Enhance (+4) is safe, and often doubles the damage of a seed; use it if you can. Half of it (+2) mimics going from 10d6 to 15d6, and can be useful when analyzing non-epic spells. Maximizing is not very safe. Empowerings, especially in multiples, aren't very safe either.</p><p></p><p></p><p>The only time I use Heighten is when I'm comparing non-epic spells; usually to extract the value of unknown factors. My analysis of <em>horrid wilting</em> above is typical. I'm also assuming that the spells I'm comparing are benchmarks. If they are over- or under-powered then my numbers will be off. Ideally I will have more than one benchmark, but that's not very common.</p><p></p><p></p><p>Yes.</p><p></p><p></p><p>I've been using "only affects living creatures = -4" a lot, and it seems solid. I think that a narrower effect, like "only affects incorporeal and ethereal targets" is probably a -10. Increases in utility might be more expensive than +4. Something that overcame a specific immunity to mind-affecting spells might be +4, but overcoming a generic immunity should be more expensive (+10, and will often require a caster-level check). These aren't common in non-epic spells that are made into seeds, but are good to keep in mind.</p><p></p><p>I agree with the points quoted without comment.</p><p></p><p></p><p>Yes. And I think this is a promising route for dealing with immunities.</p><p></p><p></p><p>I tend to screw up range modifiers; maybe I wouldn't if I used a better notation. I'm getting better at remembering what I'm doing even when factors are expressed tersely; either that or I am getting better at ignoring my mistakes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I think you are right, though I'm unsure about including the "can affect incorporeal and ethereal creatures" clause. And the "objects can't be targetted" clause. Maybe make them both factors: +1 for the first, -1 for the second? There's room for a little fine-tuning here.</p><p></p><p>Divine damage would be similarly valued (+6 to +8) though it will have to be watched to ensure that it is not merely a cheap way of getting typeless damage. Or something better than typeless damage; making it do no damage to good creatures but full damage to evil creatures (cf Purify Spell) would be about +4 or so. If it was effectively typeless as well... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3083133, member: 141"] Agreed. However, I will sometimes extract the values of factors by comparing non-epic spells. I will express the difference in metamagic levels, convert to SP (by doubling) then divide by 6. For example: [i]fireball[/i] + heighten (+4 levels) + enhance (+4 levels) + delay (+3 levels) = [i]delayed blast fireball[/i]; +11 levels = +22 SP, divided by 6 is approximately +4. So [i]dbf[/i] is +4 levels higher than [i]fireball[/i], but is a little weak for its level. It would make a strong 6th level spell. The point is that I am not using half-factors, but one-third-factors. This is in a specialized research context- identifying the values of factors, not applying them. With that caveat, I agree completely with your predicate. Tentatively yes. The problem is if you allow switching a [Save: Reflex half] to a [Save: None] by requiring a ranged attack roll. That is a significant enhancement; I'd guess about +6. Yes, although [touch <==> close] should be +/-4. Some metamagic values are safer than others. Enhance (+4) is safe, and often doubles the damage of a seed; use it if you can. Half of it (+2) mimics going from 10d6 to 15d6, and can be useful when analyzing non-epic spells. Maximizing is not very safe. Empowerings, especially in multiples, aren't very safe either. The only time I use Heighten is when I'm comparing non-epic spells; usually to extract the value of unknown factors. My analysis of [i]horrid wilting[/i] above is typical. I'm also assuming that the spells I'm comparing are benchmarks. If they are over- or under-powered then my numbers will be off. Ideally I will have more than one benchmark, but that's not very common. Yes. I've been using "only affects living creatures = -4" a lot, and it seems solid. I think that a narrower effect, like "only affects incorporeal and ethereal targets" is probably a -10. Increases in utility might be more expensive than +4. Something that overcame a specific immunity to mind-affecting spells might be +4, but overcoming a generic immunity should be more expensive (+10, and will often require a caster-level check). These aren't common in non-epic spells that are made into seeds, but are good to keep in mind. I agree with the points quoted without comment. Yes. And I think this is a promising route for dealing with immunities. I tend to screw up range modifiers; maybe I wouldn't if I used a better notation. I'm getting better at remembering what I'm doing even when factors are expressed tersely; either that or I am getting better at ignoring my mistakes. :) I think you are right, though I'm unsure about including the "can affect incorporeal and ethereal creatures" clause. And the "objects can't be targetted" clause. Maybe make them both factors: +1 for the first, -1 for the second? There's room for a little fine-tuning here. Divine damage would be similarly valued (+6 to +8) though it will have to be watched to ensure that it is not merely a cheap way of getting typeless damage. Or something better than typeless damage; making it do no damage to good creatures but full damage to evil creatures (cf Purify Spell) would be about +4 or so. If it was effectively typeless as well... :eek: [/QUOTE]
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