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<blockquote data-quote="Asisreo" data-source="post: 8003460" data-attributes="member: 7019027"><p>It is, according to Sage Advice which is also the thing that made twinning firebolt illegal so <img class="smilie smilie--emoji" alt="🤷" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937.png" title="Person shrugging :person_shrugging:" data-shortname=":person_shrugging:" loading="lazy" width="64" height="64" /></p><p></p><p></p><p>You don't need to quicken every round. You don't need to cast metamagics every round. If casting metamagic would, in your mind, need to be more than a rare occurence, make it at-will and nerf it. Choose a metamagic to use once per turn. That way, a sorcerer can twin haste at no real expense.</p><p></p><p>I'm trying not to be ridiculous here, honest. That's just where this line of thinking is heading. </p><p></p><p>Removing a sorcerer's font of magic and buffing their metamagic is, to me, like removing a barbarian's rage and improving their reckless attack by having it do a +1 damage bonus and can use a reaction to resist the damage. It's plausible, yes, and perhaps even balanced, and a barbarian is usually quite reckless in terms of flavor but a barbarian is definitely supposed to have Rage as it's shining feature and taking it away can feel...wrong. </p><p></p><p></p><p></p><p>People say you can't metamagic enough as a sorcerer and depending on how they play, that may be entirely true but, just as I was telling another person, you don't have to choose metamagic or font of magic, you <em>can</em> use both. </p><p></p><p>For example, let's say your 5th level sorcerer decided the first combat was appropriate for their quicken fireball/twin ray of frost stint and next turn they quicken fireball and firebolt. After that, combat complete. Now, the sorcerer has <em>no</em> metamagic and <em>no</em> 3rd level slots. But they realize that the boss is coming up and a quicken fireball would be perfect. They're not interested in being efficient, they're interested in finishing the fight quickly before anyone takes more damage from the enemy. Well, they can still quicken fireball at the cost of 2 2nd-level spells and 3 1st-level or any other combination that adds to 7 (not all at once, get the 5 points and convert them to the 3rd level slot then add the 2 points). No other spellcaster has this raw ability to grab extra spells and cast more useful spells. </p><p></p><p>If you don't want to Nova, no problem. There's nothing wrong being a regular spellcaster until there <em>needs</em> to be a metamagic. And if that time doesn't come, they can cast more spells and use their font of magic to manipulate spell slots. </p><p></p><p>Yes, they can be expensive but going from higher to lower can give more quantity of spells castable like 1 4th-level spellslot into 2 1st-level spellslots increased the quantity of your castable spells by 1. Using a sixth level slot increases it by 2 and so on. In case you've used up all your 1st-level slots already and you suspect a few more "shields" needed. You can also reverse and go lower to higher level spellslots because a shield and 2 invisibility spell slot is very much worth a counterspell/dispel magic spell slot when you're fighting a spellcaster. </p><p></p><p></p><p></p><p>This assumption is a bit of a mix of too types of games. I need data to back this up, but I doubt people running 4+ rounds of combat are frequently running 6-9 combat encounters. I also doubt people running games with 6-9 combat encounters have encounters that last longer than 3-4 turns each. </p><p></p><p>I sometimes run 6-8 encounters a day and they are usually over in 2 rounds quickly because they can't afford running into a deadly encounter or anything that prolongs the fight and uses up too many resources. They'll be bled dry halfway there. </p><p></p><p>Somtimes, an adventuring day is 3 combats that last roughly 4 rounds long since I can turn up the heat and even add a deadly encounter or two. </p><p></p><p>In my gaming experience, 6-9 encounters with 5 rounds each sounds like a super slog. Spellcasters throw out cantrips for a minimum of 8 rounds because they actually ran out of spells and martials have said "I swing my sword" 120 times with occasional flourishes in between representing their once per long rest abilities. </p><p></p><p></p><p>You might not want to cast a spell, rather hide/dodge/ready an action. This is also why I think Quickened isn't so hot, since the other stuff you do is basically a 1st level spell's worth just to do an extra cantrip of damage. It's useful for maximizing NOVA. But you do not have to cast a spell as your action. You can use your action to attack, too, but you probably would've wanted to have multiclassed.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8003460, member: 7019027"] It is, according to Sage Advice which is also the thing that made twinning firebolt illegal so 🤷 You don't need to quicken every round. You don't need to cast metamagics every round. If casting metamagic would, in your mind, need to be more than a rare occurence, make it at-will and nerf it. Choose a metamagic to use once per turn. That way, a sorcerer can twin haste at no real expense. I'm trying not to be ridiculous here, honest. That's just where this line of thinking is heading. Removing a sorcerer's font of magic and buffing their metamagic is, to me, like removing a barbarian's rage and improving their reckless attack by having it do a +1 damage bonus and can use a reaction to resist the damage. It's plausible, yes, and perhaps even balanced, and a barbarian is usually quite reckless in terms of flavor but a barbarian is definitely supposed to have Rage as it's shining feature and taking it away can feel...wrong. People say you can't metamagic enough as a sorcerer and depending on how they play, that may be entirely true but, just as I was telling another person, you don't have to choose metamagic or font of magic, you [I]can[/I] use both. For example, let's say your 5th level sorcerer decided the first combat was appropriate for their quicken fireball/twin ray of frost stint and next turn they quicken fireball and firebolt. After that, combat complete. Now, the sorcerer has [I]no[/I] metamagic and [I]no[/I] 3rd level slots. But they realize that the boss is coming up and a quicken fireball would be perfect. They're not interested in being efficient, they're interested in finishing the fight quickly before anyone takes more damage from the enemy. Well, they can still quicken fireball at the cost of 2 2nd-level spells and 3 1st-level or any other combination that adds to 7 (not all at once, get the 5 points and convert them to the 3rd level slot then add the 2 points). No other spellcaster has this raw ability to grab extra spells and cast more useful spells. If you don't want to Nova, no problem. There's nothing wrong being a regular spellcaster until there [I]needs[/I] to be a metamagic. And if that time doesn't come, they can cast more spells and use their font of magic to manipulate spell slots. Yes, they can be expensive but going from higher to lower can give more quantity of spells castable like 1 4th-level spellslot into 2 1st-level spellslots increased the quantity of your castable spells by 1. Using a sixth level slot increases it by 2 and so on. In case you've used up all your 1st-level slots already and you suspect a few more "shields" needed. You can also reverse and go lower to higher level spellslots because a shield and 2 invisibility spell slot is very much worth a counterspell/dispel magic spell slot when you're fighting a spellcaster. This assumption is a bit of a mix of too types of games. I need data to back this up, but I doubt people running 4+ rounds of combat are frequently running 6-9 combat encounters. I also doubt people running games with 6-9 combat encounters have encounters that last longer than 3-4 turns each. I sometimes run 6-8 encounters a day and they are usually over in 2 rounds quickly because they can't afford running into a deadly encounter or anything that prolongs the fight and uses up too many resources. They'll be bled dry halfway there. Somtimes, an adventuring day is 3 combats that last roughly 4 rounds long since I can turn up the heat and even add a deadly encounter or two. In my gaming experience, 6-9 encounters with 5 rounds each sounds like a super slog. Spellcasters throw out cantrips for a minimum of 8 rounds because they actually ran out of spells and martials have said "I swing my sword" 120 times with occasional flourishes in between representing their once per long rest abilities. You might not want to cast a spell, rather hide/dodge/ready an action. This is also why I think Quickened isn't so hot, since the other stuff you do is basically a 1st level spell's worth just to do an extra cantrip of damage. It's useful for maximizing NOVA. But you do not have to cast a spell as your action. You can use your action to attack, too, but you probably would've wanted to have multiclassed. [/QUOTE]
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