The Evoker is a shitty thing for a Wizard to be, and the fact that you can stack up a bunch of sudden and Divine metamagics to jack up your searing ray to the point where it kills things is at least as bad as the fact that fireballs aren't effective ways to get rid of trolls.
K wrote:I actually don't want spellcasters to get level-appropriate damage. They already get more tactical options than anyone in the game, and once they can match the damage of a non-spellcaster then you don't need a non-spellcaster.
In an ideal system, fighters and mages both have actions that either do small damage and tactical things or big damage and no tactical things, but until that mythical day I'd be happy if fighters get the damage and mages get the options.
That being said, we're pretty much not impressed with where D&D has gone and where it is going. The effort it would take to get things in place seems way more than we can possibly do while working on our respective degrees. Both of us are at this point looking more into just writing separate game systems entirely and working from there.
But let's say that you were looking to play a game of D&D and you wanted to play a Wizard and spend your feats on adjusting your spells. Well here are some things which probably should not happen:
- Metamagics should not cost spell levels. So you shouldn't be paying feats to use high level slots to cast high level spells - your spell slots can already do that.
- Metamagics should not stack. The thing where players get up in the morning with a bunch of metamagics and run them all together to killer combo has got to stop. Like double quick.
- Metamagics should not be numerical in effect. In general, adding numbers to other numbers is the shittiest part of the game, and I don't want to do it. It's hard work, you lose track, and at the end of the day there's only three possibilities: a level appropriate stack of number (in which case why are you bothering?), a sub-par stack of number (in which case you're just doing to slight of hand to obfuscate people you are screwing), or an overpowered number stack (in which case the player is just doing slight of hand to obfuscate the fact that he is cheating). Any bonus is either required or unnecessary and in either case should not be available as a selectable class feature.
OK, so with that out of the way, a Metamagic feat wants to provide an option instead of a bonus. It wants to be unstackable. Here's Keith again:
K wrote:I like the Explosive Spell model. It does more damage because it throws guys around into objects.
The "add feat for more damage" model just lets you kill guys a round or so earlier, but its not actually more fun to use.
Would you rather kill someone with a straight Lightning Bolt that does more damage, or would you rather toss them across the room on the end of a Lightning Bolt?
Now, I'm not charging the two levels that WotC wants.
In fact, I wouldn't charge any. Considering that it throws enemies away from full attacking Fighters(who are most likely not Chargers), its as much of a penalty as a benefit.
Which brings up another point: Swift Actions. I fucking hate them. Keith hates them. We both think they are bad for the game. They are an extra level of complication and delay which slows down the game above and beyond what is strictly required. But we also don't really have any better ideas for keeping things off the crazy-stacking chain.
So here's a basic outline:
A proper metamagic feat would be something like Explosive Spell, Shape Spell, Fell Animate or any of that other crap and applying it to your spell would be a Swift Action. Or maybe a Move Action. I don't even care. Ideally any Metamagic effect would be approximately a 2nd level effect which, like Explosive Spell was actually useful at higher levels and interestingly cumulative with whatever it was that your spell did.
Kind of like a Reserve Feat, except that you actually have to (and get to) use your regular magic to have it work. Meh. If we actually write a fantasy roleplaying game, it won't work like this.
-Username17