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<blockquote data-quote="Alzrius" data-source="post: 6761914" data-attributes="member: 8461"><p>I think that this is an excellent point. Several years ago I played a character in a Pathfinder game that was a variant-class arcane spellcaster, using variant metamagic rules. The end result was that my character didn't have very many spells, but could use the ones he had almost at will (after spending an action to "gather" them), and could roll to add metamagic (with a failure causing the spell to potentially be cast without any metamagic changes, be lost altogether, or inflict backlash, depending on how bad the failure was). </p><p></p><p>While this strengthened him in out-of-combat situations, it severely weakened him when we were in combat. The combination of time spent gathering spells, failed metamagic rolls, and the usual combinations of enemies that made their saves or had spell resistance meant that he very rarely got an offensive spell through. I didn't mind that, because it meant that when I wanted to play it safe and make sure my actions counted, I focused on buffs and indirect battlefield-control spells, whereas when I wanted to take a chance, I'd toss out a direct attack spell. Most of the time, my guy didn't shine in combat.</p><p></p><p>...but what we all still talk about was when, during an encounter with a "boss" character that had gotten the drop on the party, downed three characters, and was retreating, my PC managed to pull off an <em>extended phantasmal killer</em> that dropped the guy. To me, that makes it all worthwhile (which isn't to say that I didn't have fun while playing him, too).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 6761914, member: 8461"] I think that this is an excellent point. Several years ago I played a character in a Pathfinder game that was a variant-class arcane spellcaster, using variant metamagic rules. The end result was that my character didn't have very many spells, but could use the ones he had almost at will (after spending an action to "gather" them), and could roll to add metamagic (with a failure causing the spell to potentially be cast without any metamagic changes, be lost altogether, or inflict backlash, depending on how bad the failure was). While this strengthened him in out-of-combat situations, it severely weakened him when we were in combat. The combination of time spent gathering spells, failed metamagic rolls, and the usual combinations of enemies that made their saves or had spell resistance meant that he very rarely got an offensive spell through. I didn't mind that, because it meant that when I wanted to play it safe and make sure my actions counted, I focused on buffs and indirect battlefield-control spells, whereas when I wanted to take a chance, I'd toss out a direct attack spell. Most of the time, my guy didn't shine in combat. ...but what we all still talk about was when, during an encounter with a "boss" character that had gotten the drop on the party, downed three characters, and was retreating, my PC managed to pull off an [I]extended phantasmal killer[/I] that dropped the guy. To me, that makes it all worthwhile (which isn't to say that I didn't have fun while playing him, too). [/QUOTE]
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