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What's wrong with metamagic?
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<blockquote data-quote="ruleslawyer" data-source="post: 1948970" data-attributes="member: 1757"><p>Back to topic, perhaps?</p><p></p><p>The fact that each and every single alternative metamagic ruleset I've played with (metamagic components, the UA limited-times-per-day rules, the MiniHB Sudden feats, and especially, ESPECIALLY the <em>Arcana Unearthed</em> feats) works better than the core rules makes me think that core metamagic is pretty messed up. IMHO, the problems with core metamagic are as follows:</p><p></p><p>1) They create a book-keeping pain in the tuckus for prep casters;</p><p>2) They're too specialized in application, meaning that casters have to burn a LOT of feats to get real versatility through metamagic; and</p><p>3) They use a poor metric for comparison: Namely, higher-level spells. Spell levels don't really scale linearly, whereas metamagic feats seem to do so. This is partly because a higher-level spell can have a number of advantages built into it simultaneously, whereas adding those same advantages through MM feats tends to take you into a stratosphere where the base effect is simply useless, no matter how you modify it. For instance, to take an extreme example, a maximized, widened fireball (9th-level spell) inflicts 60 hp damage against double the number of foes. An equivalent 9th-level spell could inflict more damage, target a HUGE number of foes, and have various effects other than dealing plain ol' fire damage, while getting the free benefit of Heighten +6 levels. Note that this variation exists even with respect to core spells; <em>meteor swarm</em>, for instance (a relatively weak 9th-level spell, in the opinion of many) is far better than a <em>fireball</em> with any number of effects applied. </p><p></p><p>Thus, I tend to think that a better rules philosophy for metamagic is the expenditure of more spell slots rather than higher-level ones. This matches the concept of taking a lower-level effect and giving it a bit of a boost; by expending great effort, the skilled caster can add some "sauce" to his fireball, even though he can't match the versatility and sheer power of a higher-level caster wielding that caster's mightiest spells. IMHO, the AU rules are the definitively superior alternative.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1948970, member: 1757"] Back to topic, perhaps? The fact that each and every single alternative metamagic ruleset I've played with (metamagic components, the UA limited-times-per-day rules, the MiniHB Sudden feats, and especially, ESPECIALLY the [i]Arcana Unearthed[/i] feats) works better than the core rules makes me think that core metamagic is pretty messed up. IMHO, the problems with core metamagic are as follows: 1) They create a book-keeping pain in the tuckus for prep casters; 2) They're too specialized in application, meaning that casters have to burn a LOT of feats to get real versatility through metamagic; and 3) They use a poor metric for comparison: Namely, higher-level spells. Spell levels don't really scale linearly, whereas metamagic feats seem to do so. This is partly because a higher-level spell can have a number of advantages built into it simultaneously, whereas adding those same advantages through MM feats tends to take you into a stratosphere where the base effect is simply useless, no matter how you modify it. For instance, to take an extreme example, a maximized, widened fireball (9th-level spell) inflicts 60 hp damage against double the number of foes. An equivalent 9th-level spell could inflict more damage, target a HUGE number of foes, and have various effects other than dealing plain ol' fire damage, while getting the free benefit of Heighten +6 levels. Note that this variation exists even with respect to core spells; [i]meteor swarm[/i], for instance (a relatively weak 9th-level spell, in the opinion of many) is far better than a [i]fireball[/i] with any number of effects applied. Thus, I tend to think that a better rules philosophy for metamagic is the expenditure of more spell slots rather than higher-level ones. This matches the concept of taking a lower-level effect and giving it a bit of a boost; by expending great effort, the skilled caster can add some "sauce" to his fireball, even though he can't match the versatility and sheer power of a higher-level caster wielding that caster's mightiest spells. IMHO, the AU rules are the definitively superior alternative. [/QUOTE]
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