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View Full Version : 3rd Ed A Better Balance for Metamagic: Suggested Rule Inside!



Endarire
2016-05-21, 09:13 PM
Intro
Greetings, all!

This rule applies to metamagic feats for spells, not to metapsionics, metamagic for SLAs, etc.

The Rule
This rule applies to D&D 3.x and Pathfinder, as appropriate.

Metamagic no longer has a slot adjustment cost. Instead, each +1 spell slot level the feat required (such as +1 for Extend Spell or +4 for Quicken Spell) now requires an extra spell slot of the modified spell's spell level or higher. These extra spell slots are spontaneously converted to fuel this metamagic (like a Cleric who channels positive energy spontaneous converting spell slots into cure spells). A specialist Wizard may use any combination of general and specialty spell slots to fuel this metamagic, though the spell to which he applies metamagic must be cast from a legal spell slot. Likewise, a character with access to at least 1 domain spell slot may use any combination of general and domain spell slots to fuel this metamagic, though the spell to which he applies metamagic must be cast from a legal spell slot.

For example, under the old system, a Wizard could cast an Fmpowered fireball normally for the cost of a level 5 spell slot but was otherwise treated in all ways as a level 3 spell. Now, it costs 3 Wizard spell slots of level 3 or higher to cast (1 for the spell and 2 for the metamagic).

For another example, a Cleric with the Strength Domain could cast an Extended enlarge person normally for the cost of a level 2 spell slot. Now, it costs 2 Cleric spell slots (which may be any combination of general and domain slots of spell level 1 or above).

Abilities the GM allows to decrease spell slot cost under the old system (such as the feat Easy Metamagic) still apply, but instead reduce the number of additional spell slots the caster must pay to fuel this metamagic. Thus, applying Easy Metamagic to fireball would reduce its metamagic cost cost to +1, and require only 1 additional spell slot instead of 2.

Metamagic feats with a cost of +0 still have this +0 cost and may be applied to all legal spells at any time with no additional spell slot cost.

Under this system, the GM is recommended to remove the increased casting time for applying metamagic spontaneously.

Heighten Spell is a special case: Either it no longer exists and thus no longer exists as a prereq (the author's preference), or it is limited by how many levels it can increase a spell (such as +1 or +2), or the GM handles this on a case-by-case basis.

The Reasoning
Metamagic as-is is mostly reserved for spontaneous casters and people with alternative payment systems (Divine Metamagic, Incantatrix, etc.) This proposed rule is meant to make metamagic usable for everyone, and, at the GM's discretion, would replace the standard rule and these alternative payment plans for metamagic. Under the current ruling, metamagic needs to spontaneous or free to be even considered in most cases. Why should metamagic rods be the main way for casters to use feats they can learn but otherwise not feasibly use?

Nashira
2016-05-21, 11:16 PM
I'm not sure how well this fix would play. It seems like it would make using any real amount of meta magic in a non optimization game really prohibitive and it doesn't address the real problem with the feats, namely removing the cost of the meta magic.

Essentially, this punishes low op players and has no real affect on high op where meta magic is at its worst.

OldTrees1
2016-05-22, 12:01 AM
The Reasoning
Metamagic as-is is mostly reserved for spontaneous casters and people with alternative payment systems (Divine Metamagic, Incantatrix, etc.) This proposed rule is meant to make metamagic usable for everyone, and, at the GM's discretion, would replace the standard rule and these alternative payment plans for metamagic. Under the current ruling, metamagic needs to spontaneous or free to be even considered in most cases. Why should metamagic rods be the main way for casters to use feats they can learn but otherwise not feasibly use?

What is your goal? It sounds like you are falling victim to "imbalance begets powercreep".


The initial premise of metamagic feats, a buffed version of a spell being available as a higher level spell, is a theoretically viable model. It would have been an actual viable model if the spells and metamagic feats in question were better balanced/priced (AoE versions of low level single target spells are a better example of the theory in good practice).

Troacctid
2016-05-22, 12:13 AM
It's certainly an interesting idea. I don't think I could judge it properly without playtesting it.


I'm not sure how well this fix would play. It seems like it would make using any real amount of meta magic in a non optimization game really prohibitive and it doesn't address the real problem with the feats, namely removing the cost of the meta magic.

Essentially, this punishes low op players and has no real affect on high op where meta magic is at its worst.
Why do you say it affects low-op and high-op differently? Even at high levels of optimization, you don't generally have infinite spell slots.

inuyasha
2016-05-22, 12:43 AM
I honestly like this, and would consider using it. I don't like metamagic feats because they can't really be used effectively at the lower levels, and this will eliminate that. It also reminds me of something that I've often thought about, that being that a high level caster should be able to have extra powerful low level spells (like an empowered burning hands or something) without increasing the spell level.

The only complaint I have is that it doesn't merge well with Pathfinder's cantrips, but I suppose that's nitpicking.

Endarire
2016-05-22, 12:49 AM
This system is meant to encourage metamagic use, as opposed to the current default system which says, "Make it free or spontaneous or don't bother."

This system makes all metamagic feats spontaneous and theoretically applicable as soon as people get the base spell. For example, an Evoker5 with 3 spell slots per day (2 general, 1 specialty) could cast a single Empowered fireball with all three of his slots. It's expensive, but maybe he needs that extra oomph. As levels rise, he'll be able to cast Empowered fireballs more often and with less impact to himself, but at a steady cost of 2 extra L3+ spell slots per casting unless he gets a mitigating factor like Arcane Thesis.

With metamagic, I don't want my spiffy new toys (spells) that I got yesterday competing with the same spell slots as metamagicked, higher-level-than-normal stuff I got 4 months ago. I especially don't want to have to prepare any metamagicked spells. Ever. Calling all my shots (preparing all my spells before adventuring each day) as a Wizard is resource-intensive enough.

Infinite Cantrips: I hardly see this as a problem. Even if a Sor (False Priest) is using Quicken, Empower, and Maximize on acid splash and getting +1 more damage each time and having the damage lasting 1 extra round, that's still 3 feats spent for a little bit more damage to one target - assuming the Sor hits. And assuming said Sor hits, that's an absolute maximum of 12 damage per round (or 24 if the acid is still burning from last round) from acid splash, 3 feats, 2 actions (1 standard, 1 swift) and assuming no resistances/immunities. If as a GM you still don't like this system applying to infinite cantrips, prevent it from applying.

Endless Query
2016-05-22, 12:57 AM
I don't really have a comment on the overall idea at present, honestly too few of my games have involved a lot of metamagic outside of ridiculously bork'd things like Divine Metamagic, but I would also say if the Cantrip/Knack/W/e thing is a concern, you could also just always say a metamagic'd cantrip uses a 1st level spell slot, no matter how many meta's is on it... Hooonestly probably not actually worth using a 1st level slot on most days, but if you didn't want to see infinite of them, and didn't want to ban them, that'd at least put a resource limitation on them.

DeAnno
2016-05-22, 01:01 AM
This really seems to encourage 5 minute adventuring days. It also takes away one of the things Spontaneous casters are actually good at, which is a bit sad.

Troacctid
2016-05-22, 01:16 AM
This system is meant to encourage metamagic use, as opposed to the current default system which says, "Make it free or spontaneous or don't bother."
Prepared metamagic is much better than spontaneous metamagic, as there is no increase in casting time.

Yes, you don't get to decide on the fly which spell to cast with any given spell slot. Welcome to being a wizard. That's the point of prepared casting. It's nothing unique to metamagic.


Infinite Cantrips: I hardly see this as a problem. Even if a Sor (False Priest) is using Quicken, Empower, and Maximize on acid splash and getting +1 more damage each time and having the damage lasting 1 extra round, that's still 3 feats spent for a little bit more damage to one target - assuming the Sor hits. And assuming said Sor hits, that's an absolute maximum of 12 damage per round (or 24 if the acid is still burning from last round) from acid splash, 3 feats, 2 actions (1 standard, 1 swift) and assuming no resistances/immunities. If as a GM you still don't like this system applying to infinite cantrips, prevent it from applying.
It would be much more problematic in 3.PF than it would be in pure PF, because all the metamagic feats in PF that apply debuffs (Dazing Spell, etc.) tend to last for a number of rounds equal to the spell's original level. However, mix in infinite cantrips with 3.5 metamagic feats like Fell Drain and Fell Frighten, and you will likely have problems.

inuyasha
2016-05-22, 01:18 AM
This really seems to encourage 5 minute adventuring days. It also takes away one of the things Spontaneous casters are actually good at, which is a bit sad.

I don't know... spontaneous casters like a Sorcerer would still be really effective with this system since they have more slots on a daily basis.

Malroth
2016-05-22, 01:33 AM
a step in the wrong direction, this pretty much takes metamagic away from everybody who doesn't know how to get metamagic for free and does nothing to the ones that do.

Kelvarius
2016-05-22, 01:44 AM
Aside from the mentioned point of being able to immediately use it on your shiny new spells (If you have the requisite slots), one of the interesting things about this idea is that, assuming you're not playing an epic campaign, you can use (more) metamagic on 8th and 9th level spells. Something that would normally not be possible (to my knowledge).

I do have one question, though.

Under this system, suppose I wanted to Empower a Magic Missile and all I have left are the Magic Missile spell itself, one other level 1 spell, and one level 2 spell. Would using that level 2 spell give a...discount, if you will, on the requisite spells needed, or would it be a flat "You must burn this many extra spells regardless of their respective levels to the metamagic spell so long as they are at least equal" sort of thing?

The former would bring it a little closer to the original idea behind metamagic, but still retain your basic premise.

Edit: Probably wasn't the best example, but you get the point.

DeAnno
2016-05-22, 01:51 AM
I don't know... spontaneous casters like a Sorcerer would still be really effective with this system since they have more slots on a daily basis.

Specialist or Domain Wizard makes up most of that ground, and they have more tricks in their bag to get even more slots. Sorcs don't really have much of a volume advantage, and any they do have is more than made up for by missing the highest level slots half the time.

Troacctid
2016-05-22, 02:25 AM
Clerics and specialist wizards present another potential problem with the system, which is that specialist and domain slots become "metamagic slots" instead of being used as intended.

Endless Query
2016-05-22, 02:33 AM
Clerics and specialist wizards present another potential problem with the system, which is that specialist and domain slots become "metamagic slots" instead of being used as intended.

If you really wanted to use the system, you could say that they can only be used for metamagic on specialist or domain spells if used in such a way, basically just keep their restriction the same even when metamagickin'

Inevitability
2016-05-22, 07:59 AM
I like this rule, because it means metamagic is usable earlier on and low-level slots remain relevant at higher levels. In a way, it's similar to Versatile Spellcaster; one of my favorite feats for spontaneous casters.

ExLibrisMortis
2016-05-22, 10:23 AM
I like this rule, because it means metamagic is usable earlier on and low-level slots remain relevant at higher levels.
This. I expected to see an 'easy fix' to metamagic, but this is just a sensible rule. It doesn't change the really high-powered options like the Incantatrix (which remain, in some sense, broken, but that's an Incantatrix problem, more than a metamagic problem), but it does buff the low-powered options like the third-level sorcerer with Empower Spell. If my group actually used metamagic feats (they're not banned or anything, just new players), I might suggest this for a houserule.

I would personally reduce the cost of Extend Spell and Empower Spell to +1, and maybe change some others as well. Otherwise, they simply aren't worth it. You can use the psionic equivalent adjustments instead (e.g. +2 pp for empower is equivalent to +1 spell slot).

Endarire
2016-05-26, 10:41 PM
Kel: I address your magic missile inquiry in my original post. All spell slots of the spell's level and higher are considered equal for metamagic purposes. Using a level 1 and a level 2 spell slot to metamagic a level 1 spell is legal.