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*Pathfinder & Starfinder
Fixing Metamagic?
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<blockquote data-quote="Malcer" data-source="post: 1582117" data-attributes="member: 11357"><p>My character is a 17th-level wizard in our Forgotten Realms campaign. We are playing City of the Spiderqueen. I find myself almost never relying on Metamagic Feats and, usually, I rather use my Lesser Rod of Empowerment for direct damage dealing spells than resorting to apply Empowerment when preparing. </p><p></p><p>My DC are as high as they can get. I started out with 16 Int and with a recently acquired Headband I have 26 INT. I have Spell Foci in Evocation and Transmutation and Archmage capabilities that help me with SR. (Spell Power, Spell Penetration, Robe of the Archmagi). But, if I really want to make a difference against demons or other dangerous critters in this adventure, Enervation has become the standard tactic. I am more or less always forced to bring their saves down before I can damage them.</p><p></p><p>I'd just not bother doing a Cone of Cold when I could throw an empowered (via Rod) Fireball instead. Energy Resistance and high saves make most damage dealing spells rather inefficient. (apart from the fact that our DM tends to let fights against demons degenerate into dispelling festivals...)</p><p></p><p>When we start we're allowed to hand in a wishlist and usually receive what we want our characters to have. Well, I never received that Rod of Empowerment that I wished for and because that bugged me, I started thinking about metamagic rods. Compared to the feats, they are so much more powerful and ridiculously cheap. </p><p></p><p>I proposed the following house rule to my group:</p><p></p><p>1. You can use each metamagic feat 3 times/day (max) like a metamagic rod.</p><p> (each metamagic feat your character has available) </p><p></p><p>2. For game balance you can do that only once or twice in lower levels.</p><p> Example: +1 level feats (Extend, Silent, Still)</p><p> 1-3 level 1/day</p><p> 4-6 level 2/day</p><p> 7-higher 3/day</p><p> </p><p> Example; +2 level feat (Empower)</p><p> 1-4 level 1/day</p><p> 5-8 level 2/day</p><p> 8-higher 3/day</p><p></p><p>3. You can use only one metamagic feat for free at the same time.</p><p></p><p>4. The limits from the old system still apply. </p><p> Example: you can only empower a fireball if you have 5th-level slots.</p><p></p><p>5. You could also use the standard version of metamagic, which means that you could simply prepare them as normal.</p><p></p><p>My DM did not want to test this house rule, so we've abandonend the idea for now. The next time that I will DM, I want to test it though.</p><p></p><p>The only problems that I see are metamagic feats like Persistent Spell and Quicken Spell. Well, this system represents a big power boost for wizards, but I am convinced that even Fighters could be equipped to have good defenses against magic users under this house rule. (Potion of Energy Resistance, Potion of Protection from Energy, Ring of Blinking etc.)</p><p></p><p>Being a high-level wizard has a lot of perks. It is really hard to get me. I have extraordinary defense cababilities. But with the damage cabs in place, I need a lot of damage spells to hurt creatures with many hitpoints. Sure, I have other options open, and I use those, but I cannot help to feel a little bit limited in the tactics available.</p><p></p><p>Thanks for listening and your comments.</p><p></p><p>-Malcer</p></blockquote><p></p>
[QUOTE="Malcer, post: 1582117, member: 11357"] My character is a 17th-level wizard in our Forgotten Realms campaign. We are playing City of the Spiderqueen. I find myself almost never relying on Metamagic Feats and, usually, I rather use my Lesser Rod of Empowerment for direct damage dealing spells than resorting to apply Empowerment when preparing. My DC are as high as they can get. I started out with 16 Int and with a recently acquired Headband I have 26 INT. I have Spell Foci in Evocation and Transmutation and Archmage capabilities that help me with SR. (Spell Power, Spell Penetration, Robe of the Archmagi). But, if I really want to make a difference against demons or other dangerous critters in this adventure, Enervation has become the standard tactic. I am more or less always forced to bring their saves down before I can damage them. I'd just not bother doing a Cone of Cold when I could throw an empowered (via Rod) Fireball instead. Energy Resistance and high saves make most damage dealing spells rather inefficient. (apart from the fact that our DM tends to let fights against demons degenerate into dispelling festivals...) When we start we're allowed to hand in a wishlist and usually receive what we want our characters to have. Well, I never received that Rod of Empowerment that I wished for and because that bugged me, I started thinking about metamagic rods. Compared to the feats, they are so much more powerful and ridiculously cheap. I proposed the following house rule to my group: 1. You can use each metamagic feat 3 times/day (max) like a metamagic rod. (each metamagic feat your character has available) 2. For game balance you can do that only once or twice in lower levels. Example: +1 level feats (Extend, Silent, Still) 1-3 level 1/day 4-6 level 2/day 7-higher 3/day Example; +2 level feat (Empower) 1-4 level 1/day 5-8 level 2/day 8-higher 3/day 3. You can use only one metamagic feat for free at the same time. 4. The limits from the old system still apply. Example: you can only empower a fireball if you have 5th-level slots. 5. You could also use the standard version of metamagic, which means that you could simply prepare them as normal. My DM did not want to test this house rule, so we've abandonend the idea for now. The next time that I will DM, I want to test it though. The only problems that I see are metamagic feats like Persistent Spell and Quicken Spell. Well, this system represents a big power boost for wizards, but I am convinced that even Fighters could be equipped to have good defenses against magic users under this house rule. (Potion of Energy Resistance, Potion of Protection from Energy, Ring of Blinking etc.) Being a high-level wizard has a lot of perks. It is really hard to get me. I have extraordinary defense cababilities. But with the damage cabs in place, I need a lot of damage spells to hurt creatures with many hitpoints. Sure, I have other options open, and I use those, but I cannot help to feel a little bit limited in the tactics available. Thanks for listening and your comments. -Malcer [/QUOTE]
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