Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a better Sorcerer
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xeviat" data-source="post: 7195798" data-attributes="member: 57494"><p>Here are my thoughts:</p><p></p><p>1) Spell Points: Switch Sorcerers fully to spell points. The Sorcerer was born of having a different spellcasting system from the casters of old. Now, "known spells" spellcasters simply feel weaker than "prepared spells" spellcasters. Switching them to Spell Points would make them feel different again.</p><p>2) Sorcery Points: These are currently balanced against the Wizard's Arcane Recovery. Increasing them to short rest recharge would give the sorcerer a bit too much. BUT, maybe cut the pool to 1/3rd and then make it short rest recovery. Then, allow them to cast from those sorcery points as if they were spell points, so the sorcerer could always have magic around given a little rest.</p><p>3) Metamagic: Remove this from the Sorcerer class. Put it back into feats. Metamagic began as something everyone could do. Metamagic would be done by using a higher level spell slot without gaining the higher level effects. I really like this because it feels like casters have less options for feats.</p><p>4) Overchanneling: Take something from the Wilder of the "Expanded Psionics Handbook". Allow the sorcerer to use their sorcery points to cast spells at a higher level than normal. If the sorcerer doesn't get to have more spells per day than a wizard (though they really could with spell points if they conserved their power), let them have bigger spells when they want to. This could fill some of the metamagic spots, since some things wouldn't work mathematically compared to upcasting (a metamagic spell that increases damage against a spell's targets is the same as just upcasting the spell, so that shouldn't exist).</p><p>5) Give Sorcerers something else unique: This comes back to why I don't like metamagic as the Sorcerer's thing. Metamagic uses Sorcery Points. Sorcery Points are akin to the Arcane Recovery ability of the Wizard. That's 1 level's ability. Each metamagic option doesn't increase a sorcerer's power, it broadens it. Their progression needs things of its own. What ... I'm not sure. Their bloodline abilities cover the differentiation between sorcerer's themselves.</p><p>6) Bloodline Spells: Bloodlines should have bonus spells known lists. This ensures they will be thematic without requiring them to spend their limited spells known on those thematics.</p><p></p><p>What does the Wizard get? They get Arcane Recovery, Spell Mastery, Signature Spell, and 4 Arcane Tradition abilities.</p><p>What does the Sorcerer get? They get Font of Magic and Sorcery Points (comparable to Arcane Recovery), 6 metamagic options (only 1 takes up a class ability slot, though), 4 Sorcerer Origin features, and Sorcerous Restoration (comparable to signature spell).</p><p></p><p>Hu. Looking at it again, I was a little harsh on metamagic's retail space in the sorcerer's progression. It doesn't really hog that much space. I suppose Font of Magic really helps the sorcerer get mileage out of their 1st level slots, which they might not really be using much of anymore.</p><p></p><p>I change my answer. All I really want is spell points and origin spells.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7195798, member: 57494"] Here are my thoughts: 1) Spell Points: Switch Sorcerers fully to spell points. The Sorcerer was born of having a different spellcasting system from the casters of old. Now, "known spells" spellcasters simply feel weaker than "prepared spells" spellcasters. Switching them to Spell Points would make them feel different again. 2) Sorcery Points: These are currently balanced against the Wizard's Arcane Recovery. Increasing them to short rest recharge would give the sorcerer a bit too much. BUT, maybe cut the pool to 1/3rd and then make it short rest recovery. Then, allow them to cast from those sorcery points as if they were spell points, so the sorcerer could always have magic around given a little rest. 3) Metamagic: Remove this from the Sorcerer class. Put it back into feats. Metamagic began as something everyone could do. Metamagic would be done by using a higher level spell slot without gaining the higher level effects. I really like this because it feels like casters have less options for feats. 4) Overchanneling: Take something from the Wilder of the "Expanded Psionics Handbook". Allow the sorcerer to use their sorcery points to cast spells at a higher level than normal. If the sorcerer doesn't get to have more spells per day than a wizard (though they really could with spell points if they conserved their power), let them have bigger spells when they want to. This could fill some of the metamagic spots, since some things wouldn't work mathematically compared to upcasting (a metamagic spell that increases damage against a spell's targets is the same as just upcasting the spell, so that shouldn't exist). 5) Give Sorcerers something else unique: This comes back to why I don't like metamagic as the Sorcerer's thing. Metamagic uses Sorcery Points. Sorcery Points are akin to the Arcane Recovery ability of the Wizard. That's 1 level's ability. Each metamagic option doesn't increase a sorcerer's power, it broadens it. Their progression needs things of its own. What ... I'm not sure. Their bloodline abilities cover the differentiation between sorcerer's themselves. 6) Bloodline Spells: Bloodlines should have bonus spells known lists. This ensures they will be thematic without requiring them to spend their limited spells known on those thematics. What does the Wizard get? They get Arcane Recovery, Spell Mastery, Signature Spell, and 4 Arcane Tradition abilities. What does the Sorcerer get? They get Font of Magic and Sorcery Points (comparable to Arcane Recovery), 6 metamagic options (only 1 takes up a class ability slot, though), 4 Sorcerer Origin features, and Sorcerous Restoration (comparable to signature spell). Hu. Looking at it again, I was a little harsh on metamagic's retail space in the sorcerer's progression. It doesn't really hog that much space. I suppose Font of Magic really helps the sorcerer get mileage out of their 1st level slots, which they might not really be using much of anymore. I change my answer. All I really want is spell points and origin spells. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Building a better Sorcerer
Top