Mergy
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What do people think of the power level of Quickened Casting as it currently stands, including the 1/day limit?
From a game sense, I have a lot of trouble enjoying 1/day abilities. If I have something cool I can do, I want to do it often enough that it gets noticed. That said, maybe I'm underestimating the power of Quickened Casting. It does let you get off potentially two spells (or I guess three if you have two single action spells to cast?) in a single round. Is that worth a feat slot if you can only do it once per day?
If it were changed to be more often, maybe it could add a penalty that prevented further use until combat was over? Slowed seems appropriate: you're effectively borrowing actions from your future turns.
| Blave |
Casting 2 spells in one round is very, very powerful. I'm not sure it's powerul enough to be limited to once per day but I guess it's just way to hard to balance otherwise. I could see giving a second quickened per day at very high levels (15+). Though it should still have a once-per round limit. Maybe even once per minute or hour.
Mergy
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That's why I suggested applying Slowed 1 to the spellcaster after the action, perhaps lasting a minute. In exchange for getting two spells in a round, you're limited to 2 actions for 10 rounds. You can still go nova but there's a downside. In exchange for that downside though, it becomes a signature ability you can get used to using.
| Xenocrat |
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I think quickened casting is appropriately balanced and fine as a 1/day "oh no!" button. Compare to Spell Penetration, which even if it applies to every target will be expected to make a difference (shift the save result by one) on 1/10 offensive spells. That's pretty close to a 1/day ability with more randomness built in. Both are good feats.