Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Un-breaking Divine Metamagic, any way we can
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="comrade raoul" data-source="post: 3018458" data-attributes="member: 554"><p>So, basically, the idea is that divine metamagic works normally, but if you try to stack divine metamagic feats, there's a chance you might get dazed. (But since the DC depends on the levels you add, rather than the level of the spell you enhance, high-level clerics can stack metamagic feats fairly safely.)</p><p></p><p>I'm totally in favor of the metacap, basically for reasons people already mentioned. I've been in games where characters used metamagic effects (like Heroic Metamagic, in an Eberron game) to cast more powerful spells than characters of that level ought to have been able to (like a 6th level wizard using three action points to maximize a <em>fireball</em>). The character wasn't overpowered, since she used a ton of precious action points to pull off the effect, but it meant that she could--once in a while--make what should've been very difficult encounters much easier, or let the party do things they shouldn't really have been able to do.</p><p></p><p>And, FWIW, there are other pretty good reasons not to like divine metamagic. It's really a resource only available to clerics, and (of course) they're plenty powerful as it is. I wouldn't want to be in a game where clerics were not only impressive healers, and impressive fighters, but also able to pull off significantly more impressive spell effects than wizards or sorcerers could, too.</p><p></p><p>Also remember what sort of resource turn attempts are. When they were originally designed--before anybody thought of divine feats--they were there to <em>help the party</em> in <em>specialized circumstances</em> (when undead were around). They weren't a general resource, like spell slots, stunning fist attempts, or uses of rage, that individual characters could use more or less at their discretion to make themselves more effective in given encounters: they provided a way for clerics to protect their friends from the Terrifying Undead Hordes. Often--if you don't really expect to run into undead, and you don't have a lot of different divine feats--you're <em>not</em> diverting a limited resource when you're using divine feats to power spells: you're just making something useful that wasn't, earlier. So using turn attempts to balance something that's useful all or most of the time can be really tricky.</p><p></p><p>But, hey, if you think clerics need more loving, this is still an improvement over divine metamagic as it was originally implemented.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 3018458, member: 554"] So, basically, the idea is that divine metamagic works normally, but if you try to stack divine metamagic feats, there's a chance you might get dazed. (But since the DC depends on the levels you add, rather than the level of the spell you enhance, high-level clerics can stack metamagic feats fairly safely.) I'm totally in favor of the metacap, basically for reasons people already mentioned. I've been in games where characters used metamagic effects (like Heroic Metamagic, in an Eberron game) to cast more powerful spells than characters of that level ought to have been able to (like a 6th level wizard using three action points to maximize a [i]fireball[/i]). The character wasn't overpowered, since she used a ton of precious action points to pull off the effect, but it meant that she could--once in a while--make what should've been very difficult encounters much easier, or let the party do things they shouldn't really have been able to do. And, FWIW, there are other pretty good reasons not to like divine metamagic. It's really a resource only available to clerics, and (of course) they're plenty powerful as it is. I wouldn't want to be in a game where clerics were not only impressive healers, and impressive fighters, but also able to pull off significantly more impressive spell effects than wizards or sorcerers could, too. Also remember what sort of resource turn attempts are. When they were originally designed--before anybody thought of divine feats--they were there to [i]help the party[/i] in [i]specialized circumstances[/i] (when undead were around). They weren't a general resource, like spell slots, stunning fist attempts, or uses of rage, that individual characters could use more or less at their discretion to make themselves more effective in given encounters: they provided a way for clerics to protect their friends from the Terrifying Undead Hordes. Often--if you don't really expect to run into undead, and you don't have a lot of different divine feats--you're [i]not[/i] diverting a limited resource when you're using divine feats to power spells: you're just making something useful that wasn't, earlier. So using turn attempts to balance something that's useful all or most of the time can be really tricky. But, hey, if you think clerics need more loving, this is still an improvement over divine metamagic as it was originally implemented. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Un-breaking Divine Metamagic, any way we can
Top