Tequila Sunrise
Adventurer
Heighten is niche enough that in all my years of 3.x gaming, I never saw it used. Not once.I'm not sure I follow your arguement here. Heighten Spell isn't a bad metamagic feat even in the core. It's main problem isn't that it isn't useful per se, but that for any given spell there is usually already a higher level version of the same idea (mind control, battlefield control, direct damage, save or suck, etc.) that does much the same thing only 'better'. Thus, it's rare that you wouldn't use the higher level version instead. This makes the feat really niche. (The same basic problem applies to feats like Empower Spell and Maximize Spell as well.)
Like you say, there's usually a spell that's 'the same, except better.' And typically if a caster knows one, he'll know the other too. Add to this the fact that matching a spell's DC to the spell slot you cast it with is such a...banal 'ability,' I just think it's something any caster should be able to do.
Ah, I'm detecting a "Let's reign casters in" house rule. Mind briefly describing it?How niche I couldn't really say, because in my game you don't add spell level to the spell's DC automatically. So getting high DC's with even high level spells is quite hard, and indeed at high levels you expect your foes to make most saves. 'Heighten Spell', as it works in my game, is therefore quite useful as a way of boosting the DC of a spell (in exchange for a higher level spell slot). Thus, you have the choice of using a higher level spell which is easier to save against (but might have more gross effect if it works) or a lower level spell (heighted) that is more difficult to save against. This makes the feat much less niche.
Call Power Attack a wild swing, then. Whatever works for you. What concerns me is that the game expects PCs to trade AB for damage at higher levels, but charges a feat tax to do it.Yes, but is Power Attack really a reckless swing? Note that it doesn't reduce AC, which would be more to the definition of reckless. Rather, power attack is actually closer to the notion of a 'called shot'. I've considered moving it into a manuever on several grounds, including making it the called shot mechanic, but haven't done so because it so well occupies the entry level point on the strength feat tree and I can't think of a replacement I like better.
I should say though, that I don't exactly give PA away for free -- I simply say that anyone can trade AB for damage on a 1-for-1 basis. Described as a wild swing, a long-pull shot, etc.
It's an improvement over the RAW.In my game it is a feat, so as to ensure that parties can be put together without a required rogue.
Dex a god stat? As I understand it, pretty much every power-gamed non-caster maxes out Str because it's the best way to max your dpr. Even rogues and other stereotypically finesse-y types. (Except for archers, who don't have the luxury of attack-and-damage-in-one-stat.) Besides, if Dex were a god stat, Weapon Finesse would be a god feat.My basis problem here I've mentioned earlier - you risk making Dexterity too good as a combat feat. You are increasingly allowing a player to dump stat strength for little cost, particular since you are now allowing everyone to essentially start with both Weapon Finesse (convert dexterity to melee to hit) AND Power Attack (convert melee to hit to damage), what do you really need strength for? I've seen people want to house rule again and again ways to make lightly armored high dexterity fighters equal in various respects to melee brutes, but if you do that then they are almost strictly better than melee brutes. You have to let people give up something just as much as you have to make options open.
I'm curious why you're concerned about balance when it comes to Dex, but you don't seem to be concerned with stuff like HP inflation and AB outpacing AC.
Also still curious why you say that Stunning Fist is magical!