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<blockquote data-quote="Spatzimaus" data-source="post: 812757" data-attributes="member: 3051"><p>Someone a while back proposed a solution that I liked better than that. They made a new metamagic Feat, "Fast Metamagic", that allowed spontaneous casters to cast without the time increase, for a cost of 1 level.</p><p></p><p>So, a Wizard can cast a Fireball as a level 3 spell, or a Still Fireball as a level 4 spell, both as 1-action spells. A Sorcerer can cast a Fireball as a level 3 spell (1 action), a Still Fireball as a level 4 spell (full-round action), or with this Feat could cast a Fast Still Fireball as a level 5 spell (back to 1 action again).</p><p>The only way a Sorcerer could use Quicken effectively would be if he took this Feat too, paying an extra level compared to the Wizard. Personally I'd give this to Sorcerers as a class ability, but it was originally written as a Feat. If you use this, and drop Quicken to a +3 feat, you end up with the situation you described above.</p><p></p><p>Or, you could just play a Psion, their spontaneous metamagic doesn't increase casting times.</p><p></p><p>Anyway, we're off topic. I'm happy with the Haste change, personally. Each of the things I didn't like about the 3E Haste are being changed.</p><p>First, because it doubled casting speed, it made spellcasters too strong; as a Sorcerer who has the spell, I KNOW it was broken. When hasted, you don't burn through MORE spells, you just do the usual spells faster... if you're fighting enemies with 100 HP each and you have 12 spells, each doing 50 points, you'll run out of spells after killing 6 enemies. It doesn't matter how quickly you cast them; unless the DM throws more enemies at you to compensate (blatant metagaming), you use exactly as many attack spells getting through the encounters as you would have without Haste. Doing it faster only lessens the risk to your party; instead of dealing with 12 rounds of enemy attacks, you only deal with 6.</p><p>As for the melee side, to me, the death of the uberAC character is a good thing. When confronted with an enemy immune to magic, a spellcaster still has many indirect ways of helping the group (buffs, summoned creatures, spells like Forcecage that don't suffer SR or saves), while a Fighter is basically useless against someone immune to attacks due to insane ACs.</p><p>IMO, a Fighter should always have SOME chance of hitting, so Haste always annoyed me as being yet another way of pumping your AC up to ungodly levels, besides providing more actions. Whether these hits get through DR/fast healing/regeneration is a different story.</p><p>It also annoyed me that a Shielded, Hasted, Mage Armored spellcaster could consistently have a higher AC than the plate-clad Fighter. Add in Displacement, Invisibility, Polymorph Self (for natural armor), and such, and it just gets worse. Making up for a weakness in the class is one thing, but being the best in a category far outside your class' purview is another. Reducing the AC from haste and giving it an attack bonus won't totally destroy the spellcasters, but it keeps a melee-oriented spell from being the most important part of their own protection.</p><p></p><p>Just my opinions, of course.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 812757, member: 3051"] Someone a while back proposed a solution that I liked better than that. They made a new metamagic Feat, "Fast Metamagic", that allowed spontaneous casters to cast without the time increase, for a cost of 1 level. So, a Wizard can cast a Fireball as a level 3 spell, or a Still Fireball as a level 4 spell, both as 1-action spells. A Sorcerer can cast a Fireball as a level 3 spell (1 action), a Still Fireball as a level 4 spell (full-round action), or with this Feat could cast a Fast Still Fireball as a level 5 spell (back to 1 action again). The only way a Sorcerer could use Quicken effectively would be if he took this Feat too, paying an extra level compared to the Wizard. Personally I'd give this to Sorcerers as a class ability, but it was originally written as a Feat. If you use this, and drop Quicken to a +3 feat, you end up with the situation you described above. Or, you could just play a Psion, their spontaneous metamagic doesn't increase casting times. Anyway, we're off topic. I'm happy with the Haste change, personally. Each of the things I didn't like about the 3E Haste are being changed. First, because it doubled casting speed, it made spellcasters too strong; as a Sorcerer who has the spell, I KNOW it was broken. When hasted, you don't burn through MORE spells, you just do the usual spells faster... if you're fighting enemies with 100 HP each and you have 12 spells, each doing 50 points, you'll run out of spells after killing 6 enemies. It doesn't matter how quickly you cast them; unless the DM throws more enemies at you to compensate (blatant metagaming), you use exactly as many attack spells getting through the encounters as you would have without Haste. Doing it faster only lessens the risk to your party; instead of dealing with 12 rounds of enemy attacks, you only deal with 6. As for the melee side, to me, the death of the uberAC character is a good thing. When confronted with an enemy immune to magic, a spellcaster still has many indirect ways of helping the group (buffs, summoned creatures, spells like Forcecage that don't suffer SR or saves), while a Fighter is basically useless against someone immune to attacks due to insane ACs. IMO, a Fighter should always have SOME chance of hitting, so Haste always annoyed me as being yet another way of pumping your AC up to ungodly levels, besides providing more actions. Whether these hits get through DR/fast healing/regeneration is a different story. It also annoyed me that a Shielded, Hasted, Mage Armored spellcaster could consistently have a higher AC than the plate-clad Fighter. Add in Displacement, Invisibility, Polymorph Self (for natural armor), and such, and it just gets worse. Making up for a weakness in the class is one thing, but being the best in a category far outside your class' purview is another. Reducing the AC from haste and giving it an attack bonus won't totally destroy the spellcasters, but it keeps a melee-oriented spell from being the most important part of their own protection. Just my opinions, of course. [/QUOTE]
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