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Thread: DnD without metamagic
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2007-07-09, 11:00 AM (ISO 8601)
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DnD without metamagic
In my group's 3.x games we have never dealt with metamagic in any form. It has never created a problem for us. What I'm wondering is what effect removing all metamagic from the game would be. Specifically I'm looking for how it might effect things like class balance.
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2007-07-09, 11:02 AM (ISO 8601)
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Re: DnD without metamagic
it would make full casters a bit weaker, especaly wizards and sorceres, and to a lesser degree clerics and druids.
its not something that will create game-breaking imbalance if thats what you are asking after.thnx to Starwoof for the fine avatar
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2007-07-09, 11:16 AM (ISO 8601)
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Re: DnD without metamagic
Well given that casters are already overpowered and unbalanced I was hoping removing metamagic would help bring things a little more on level.
The Historian: This DM has the history of his world written out millenniums back. It is intricate, complex, and most importantly, incredibly long. Moreover, everything your characters are doing is based on the previous history. It also tends to lead to loudmouth NPCS who will explain hundreds of years of history at a time while the players try to gouge their eardrums out with mechanical pencils.
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2007-07-09, 11:21 AM (ISO 8601)
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Re: DnD without metamagic
I don't think it would reduce a caster's power too much if you're looking to balance things a bit. It would make casting quite a bit more boring though. You'd probably be better off removing specific MM feats (quicken and persistent spell come to mind) but leaving others. What do you expect wizards to do with their bonus feats if metamagic isn't an option?
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2007-07-09, 02:35 PM (ISO 8601)
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Re: DnD without metamagic
It would help balancing power levels, and I disagree that it makes casters boring because they're the most versatile classes in the game. Besides, there's other fun wizard feats, like the various school specialization (e.g. conjure with free puff of yucky smoke, stuff like that).
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2007-07-09, 02:49 PM (ISO 8601)
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Re: DnD without metamagic
The one it really hits is the divine casters; Divine Metamagic is a powerhouse.
Outside of that, I don't really know how much difference it'll make overall.
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2007-07-09, 02:58 PM (ISO 8601)
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Re: DnD without metamagic
It would help a bit. Full casters don't really need it to be powerful.
Since wizards usually gain bonus feats for metamagic and item creation feats, you could find something else to replace it.
In a group without wizards (only sorcerer, bard, cleric, etc...) it would work without any change in the rules.
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2007-07-09, 04:24 PM (ISO 8601)
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2007-07-09, 04:28 PM (ISO 8601)
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Re: DnD without metamagic
Won't this change make a lot of wizards PrC's unaccessible and sometimes worthless or golden?
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2007-07-09, 04:37 PM (ISO 8601)
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Re: DnD without metamagic
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2007-07-09, 04:42 PM (ISO 8601)
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Re: DnD without metamagic
I can't see any game-balance problems. My group has never really used it, aside from me dropping it onto the occasional NPC caster, and casters are plenty powerful as-is.
I don't like metamagic much anyway. It's expensive, rarely worth it, and uses a cumbersome set of rules. I remember reading that WotC had intended to put a new metamagic system into 3.5, and scrapped it. I'd be curious to see what they had planned.
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2007-07-09, 04:57 PM (ISO 8601)
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Re: DnD without metamagic
Originally Posted by Dervag
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2007-07-09, 05:00 PM (ISO 8601)
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Re: DnD without metamagic
I have been wondering for a long time if they were worth the fuss. Not in terms of their convenience for the PCs but in what their existence adds to the game enjoyment. Please let us know how that works.
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2007-07-09, 05:02 PM (ISO 8601)
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Re: DnD without metamagic
While I understand fully reasons for getting rid of it, I'm afraid I don't find it cumbersome or 'not worth it' at all. Granted, you don't use metamagic ALL THE TIME. You don't use most feats all the time.
One of my favorites is 'sculpt spell'. It only raises the level by 1 and allows you to change an AOE spell into a fireball-like burst, a lightning bolt-like line, or a flamestrike-like number of 10' cubes.
I think the primary problem with metamagic is that it (despite the full-round action involved) is more useful for spontaneous casters since you're not sure if you really want to waste a 4-th level slot for a maximized magic missile today until you start fighting incoporeal things.
I have a 10th level sorcerer/4th level arcane avatar (Mongoose Publishing's d20 Ultimate Prestige Classes) that I've been playing in a group for going on 3 years now. I didn't come up with a feat build or even spell selection ahead of time and rarely even planned ahead one level, my character being more of a spontaneous person who simply reveled in his power as it increased.
That having been said, I've been taking metamagics simply because they add versatility, something that a sorcerer can end up lacking. I took sculpt spell because I often found I had a hard time placing spells so as to keep my party out of the AOEs, I took heighten spell because I found against bigger baddies I sometimes wanted a certain effect at a higher DC, I took Energy Substitution: Cold and Lord of the Uttercold because at one point I managed to animate a few skeletons (He's Chaotic Neutral) and wanted to keep them alive and hit my enemies at the same time. I took Maximize spell because... well, I wanted to maximize ennervate and drain a whole 4 levels, but it's come in handy in other places too.
I find metamagic gives me more choices with my limited spell selection and I can't expound upon the virtues of 'heighten spell' enough. How many times have you wanted to 'charm person' that badass NPC but knew he'd easily make the save against a 1-st level spell? Kick it up by 5 and see how he likes it.Last edited by Irreverent Fool; 2007-07-09 at 05:13 PM.
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2007-07-09, 05:03 PM (ISO 8601)
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Re: DnD without metamagic
Dropping metamagic would slightly weaken casting classes. It wouldn't totally balance them, but it would take them down a bit.
However, this would have the unfortunate side effect of nerfing the arguably most balanced full caster- the blaster. Blasters do tend to rely on metamagic more than other full casters, things like Empower or Maximize, which allow them to keep blasting at higher levels. For instance, without metamagic, there's only one fifth level direct damage spell: Cone of Cold. With metamagic available, a wizard could memorize Cone of Cold, and an Empowered Fireball to give him/herself options. Without metamagic, he/she'd be stuck with a single high level elemental damage type, which is annoying if you run into resistant monsters and further weakens blasters compared to other classes.Last edited by Green Bean; 2007-07-09 at 05:04 PM.
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2007-07-09, 07:16 PM (ISO 8601)
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2007-07-09, 10:24 PM (ISO 8601)
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Re: DnD without metamagic
It might be worth noting that Heighten Spell is very different from the other metamagics, and is especially valuable to the spontaneous casters. Poor Sorcerer will really be outshined by a wizard if he can't get Heighten.
... then again, the fact that the wizard can no longer laugh at the sorcerer as he Quickens a bunch of spells will help make up for it.You can call me Draz.
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2007-07-10, 04:13 AM (ISO 8601)
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Re: DnD without metamagic
I agree Quicken (Two spells in a round is huge), Persist and Sculpt are probably the most useful feats and are generally the most abuseable feats.
Removing all the meta spell feats just damps down the power of a spellcaster particularly if the NPCs are not mirroring the PC spellcasters in their feat selections.
Letting casters take things like crafting feats, magical artisan or a reserve feat still enhances the party.
Take a PRC like Ultimate Magus and lots of Quickened level 5 and below spells compared to other casters or using a Turning feat to pay down the spell meta.Last edited by CASTLEMIKE; 2007-07-10 at 04:28 AM.
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2007-07-10, 04:24 AM (ISO 8601)
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2007-07-10, 04:28 AM (ISO 8601)
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Re: DnD without metamagic
I don't like the idea of removing meta-magic. It hardly weakens the wizard, cleric, and druid at all, but Bards and Sorcerers (the weakest 2 casting classes) are severely nerfed. In my opinion, removing meta-magic is only going to make balance worse. Removing Quicken isn't necessarily a bad idea, though, and Divine Meta-magic shouldn't be allowed, either.
Last edited by Droodle; 2007-07-10 at 04:30 AM.
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2007-07-10, 06:26 PM (ISO 8601)
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Re: DnD without metamagic
Meta Magic Feats do cause problems here and there, and occasionally game break effects. Reducing these is part of the answer to bringing down the Spell Caster, but it has to be part of a consistant and systemic reorganisation of those Classes.
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2007-07-10, 06:52 PM (ISO 8601)
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2007-07-15, 02:18 PM (ISO 8601)
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Re: DnD without metamagic
I wouldn't say that casters are over powered at all. They have a different rate of progression. Its a matter of no only havening a different slope but also a different intercept as well.
At low levels, which have been most of the games that I've played, they are weak. By mid levels they start to be on par with the other characters and can be every flexible. I wouldn't know about high levels as I've never played in a game with a PC about 8th level, and NPCs just aren't the same.
At low-mid levels I have never seen any one use meta magic, feats are just to rare to waste and the spells level that you can cast aren't high enough to make it worth while.
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2007-07-15, 02:26 PM (ISO 8601)
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Re: DnD without metamagic
Some of the cheaper metamagic rods can be handy at low levels.
Last edited by PinkysBrain; 2007-07-15 at 02:26 PM.
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2007-07-15, 02:55 PM (ISO 8601)
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Re: DnD without metamagic
Metamagic feats alone really aren't broken. The cheese comes from things like Divine Metamagic, Metamagic Rods, Sudden Metamagic Feats, and other things that remove the increase in spell level that is the one balancing factor for metamagic. Get rid of these things first.
After that, consider getting rid of just individual feats, like Persist Spell and Quicken Spell, rather than banning all metamagic at once. A blanket ban, as others have said, screws over spontaneous casters quite a bit, because metamagic allows these casters to make the best use of their spell slots with their limited known spells.
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2007-07-15, 03:14 PM (ISO 8601)
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Re: DnD without metamagic