Machiavelli
First Post
I've become interested in the concept of divine metamagic, and for the past week have been slogging through the literally hundreds of pages of text that can be found discussing it in just this forum. I've come to 2 important conclusions:
1) I've already spent WAYYY too much time on this misleadingly documented and vaguely defined feat, so screw it all! I'm creating my own version that avoids the pitfalls encountered with the original feat!
2) The primary complaints that Divine Metamagic is a game-breaker (well-argued complaints, at that) center around the Quicken and Persistent feats, while the arguements that it is simply rather overpowered stem from layering too many spell levels on top of too-high-level base spells.
I hereby vainly propose that I may, in fact, have a far better idea than anything I've read this past week; one which penalizes the over-powered uses of the feat and makes game-breaking impossible, without requiring so many caveats as to render it obscure and unused.
I've split the all-encompassing Divine Metamagic feat into multiple feats corresponding to individual existing metamagic feats. They are in an attachment below.
Here are my questions for you:
Do you agree with my conclusions regarding why Divine Metamagic is broken?
Have I adequately addressed the broken-ness?
Would it be possible to write up a single feat that, with less than a half-page of easy to understand rules, reasonably covers a near-unlimited number of possible (by themselves balanced) feats, so that new feats do not need both a standard and a divine version?
1) I've already spent WAYYY too much time on this misleadingly documented and vaguely defined feat, so screw it all! I'm creating my own version that avoids the pitfalls encountered with the original feat!
2) The primary complaints that Divine Metamagic is a game-breaker (well-argued complaints, at that) center around the Quicken and Persistent feats, while the arguements that it is simply rather overpowered stem from layering too many spell levels on top of too-high-level base spells.
I hereby vainly propose that I may, in fact, have a far better idea than anything I've read this past week; one which penalizes the over-powered uses of the feat and makes game-breaking impossible, without requiring so many caveats as to render it obscure and unused.
I've split the all-encompassing Divine Metamagic feat into multiple feats corresponding to individual existing metamagic feats. They are in an attachment below.
Here are my questions for you:
Do you agree with my conclusions regarding why Divine Metamagic is broken?
Have I adequately addressed the broken-ness?
Would it be possible to write up a single feat that, with less than a half-page of easy to understand rules, reasonably covers a near-unlimited number of possible (by themselves balanced) feats, so that new feats do not need both a standard and a divine version?