More reason to dump it all and go with Spell Points. The sorcerer is screaming for it but again, WotC got cold feet. It's clear it was their original intention - it's in the DMG.I agree that leaning into the uniqueness of the sorcerer is the way to go, which is why I wasn't a big fan of spell versitality. The problem with Sorcery Points is that they are used for at least 3 separate purposes: fuel metamagic, gain more spell slots, and power special subclass features (shadow hounds, etc).
Probably because spells themselves are tuned to slots & it's easy to add up all the lower level slots to justcast your big spells at optimal cost. Yea sorcerer could already do it given some time, but they can only consume & create them so fast in a fight. Having so much spell list overlap between sorcerer wizard & warlock likely complicates things too. Spell points is one of those cool ideas that usually ply out pretty broken at the table. They could probably do it by mixing stuff like the old 3.5 warlock eldritch blast functionality & a flexible spellcasting thing like used in dfrpg but it would absolutely be a new classor maybe 6e.More reason to dump it all and go with Spell Points. The sorcerer is screaming for it but again, WotC got cold feet. It's clear it was their original intention - it's in the DMG.
Per the DMG, you can only cast spells using a spell slot of levels 6-9 once per long rest each. I would keep that rule since it specifically prevents what you described.Probably because spells themselves are tuned to slots & it's easy to add up all the lower level slots to justcast your big spells at optimal cost. Yea sorcerer could already do it given some time, but they can only consume & create them so fast in a fight.
Yes and, for clarity, I would amend this to "specific spell list crafted by the DM and the player". Much like creating a custom background (which is RAW to involve player and DM), the custom sorcerer spell list should do the same. The DM still has their veto power, of course, but the player at least still feels like they have input in the process and the shared process promotes trust and cooperation at the table right from the start.1) Every sorcerer PC should have their own specific spell list crafted by the DM based upon the Origin or theme. Spells should come from across all the class lists to craft the most applicable spell list for the sorcerer, but only maybe 8-12 spells per spell level. The reason for this of course being that you remove from all sorcerers the exact same spells that appear on every list and invariably get chosen and cast all the time regardless of Origin or theme. It does not good to have a "Storm Sorcerer" that throws fireball after fireball because fireball is the best 3rd level spell in the game.
Yep. Big turnoff. And the whole "but I play AL!" is a deflection, IMO. There are so many options right now that are AL legal. Just be creative and work within the system. An/or find a non-AL game to try out the homebrew you really want.{snip}
There's very few things more irritating than someone constantly complaining about rules they don't like or don't think works... but do absolutely nothing to try and fix it for themselves at their table. Instead they just come here onto ENWorld making the exact same complaints that WotC isn't "fixing things" for years on end.
Cool idea.An idea I'm toying with is to allow some if not most metamagics to apply to cantrips for free. With some exceptions (quicken, twin, empower, heighten) applying metamagic to a cantrip for free wouldn't break anything. This would do wonders to reinforce the theme of the sorcerer with potentially every casting.
A more concrete proposal.
From the get go, the sorcerer can add any of these metamagics for free to cantrips:
Subtle
Distant
Extend
Careful
Transmuted
{snip}
It'smore than that though. Take fireball, it's "deliberately overtuned"Per the DMG, you can only cast spells using a spell slot of levels 6-9 once per long rest each. I would keep that rule since it specifically prevents what you described.
Spell points allow the sorcerer to be exactly what their intent is: a versatile blaster who can modify spells on the fly.
I wouldn't increase the cost. It's a nerfed ritual casting as it is, not need to make it overly restricted on top of having a cost that no other ritual caster has to pay. At that point, I reckon most people would just not take the MM and instead take Ritual Caster: Wizard.New MM: Ambient Spell. You can cast as a ritual any spell you know that has the ritual tag by spending 1 SP and ten minutes in meditation to gather your power. Each time you use this metamagic before you complete a long rest, its cost increases by 1 SP. After you complete a long rest, the cost returns to 1 SP for the next use of this metamagic.
Dragons Breath, all the Investiture of XYZ spells, I’m even tempted to say Absorb Elements as much as that would hurt my Bladesinger.what others do people think Sorcerers should get that Wizards and Warlocks should not?