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In Defense of the Lore Wizard
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<blockquote data-quote="Hawk Diesel" data-source="post: 7031692" data-attributes="member: 59848"><p>My problem with this subclass is that it, as you mentioned in your post, seems to step on the sorcerer's toes. Now, mind you, that isn't necessarily a bad thing. Each archetype seems to be built so that everyone kind of steps on everyone's toes.</p><p></p><p>My main issue with the archetype is that it seems to do metamagic better than a sorcerer ever could, and be a better sorcerer than a sorcerer. For example, the swapping out of energy types. I have house ruled a metamagic option to allow sorcerers to do this, but it costs a resources. Something like this should equally cost a resource for the Lore Master, whether it be an additional spell slot/cast at a higher spell slot, or a limited per rest ability.</p><p></p><p>The swapping out of Save type seems really powerful. If anything, even given it is a once per long rest ability, it should be higher level and come with increasing the spell slot needed or expending an additional spell slot to use. It's just too good otherwise.</p><p></p><p>With Alchemical Casting, the first one is a better version of the Empowered spell metamagic. Empowered spell requires you to reroll the dice and use them regardless of the new roll, meaning that the rolls will essentially average out giving no real mechanical advantage unless you rolled a lot of 1's and 2's. Meanwhile, this has only a marginally higher cost (1 sorcery point versus a 1st level spell slot = 2 sorcery points), but you will ALWAYS be guaranteed to do more damage, adding damage 2d10 force damage, ensuring that it this damage isn't likely to be resisted.</p><p></p><p>The 1 mile range is also ridiculous. Just absurd. How would you even get line of sight from that distance, as most spells require? While the cost is greater (1 sorcery point versus a 2nd level slot = 3 sorcery points), the order of magnitude between doubling spell range (generally anywhere between 30' - 240') and 1 mile is HUGE.</p><p></p><p>The adding +2 for spell save DC seems fine. It's inline with Heighten Spell (advantage vs +2 is negligible), but also costs more (3 sorcery points versus 3rd level slot = 5 sorcery points).</p><p></p><p>Prodigious Memory is the primary ability that I am ok with.</p><p></p><p>Master of Magic I am NOT ok with. Wizards, as they are, already get to add an astounding 44 spells to their spell book by level 20 without taking into account the potential to add more spells from acquired treasure. They already get a TON of spells they can choose from. Sorcerers, on the other hand, max out at <strong>15 SPELLS!</strong> Wizards already have the variety and can prepare up to 10 more spells at level 20 than a sorcerer will ever know. They already have incredible flexibility. And now, with this one ability, they get even more, at will, once per day.</p><p></p><p>I know you've already mentioned that comparisons to the sorcerer maybe warrant a look at the sorcerer as a class. But I disagree. The subclass is clearly based on the flexible ways of casting that are the hallmark of the sorcerer, and in many ways this subclass outclasses the sorcerer. But even without bringing comparisons to the sorcerer, one only has to look at the other wizard archetypes to know that this is way outside the power baseline. For one, each of the Lore Master levels grants multiple abilities, whereas most of the core wizard archetypes are pretty solidly one ability per level. While I am not ready to do an indepth analysis of how each core wizard archetype stacks up against the lore master, at first glance each of the lore master levels is more powerful and useful than many of the abilities of equal level from the competing archetypes.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7031692, member: 59848"] My problem with this subclass is that it, as you mentioned in your post, seems to step on the sorcerer's toes. Now, mind you, that isn't necessarily a bad thing. Each archetype seems to be built so that everyone kind of steps on everyone's toes. My main issue with the archetype is that it seems to do metamagic better than a sorcerer ever could, and be a better sorcerer than a sorcerer. For example, the swapping out of energy types. I have house ruled a metamagic option to allow sorcerers to do this, but it costs a resources. Something like this should equally cost a resource for the Lore Master, whether it be an additional spell slot/cast at a higher spell slot, or a limited per rest ability. The swapping out of Save type seems really powerful. If anything, even given it is a once per long rest ability, it should be higher level and come with increasing the spell slot needed or expending an additional spell slot to use. It's just too good otherwise. With Alchemical Casting, the first one is a better version of the Empowered spell metamagic. Empowered spell requires you to reroll the dice and use them regardless of the new roll, meaning that the rolls will essentially average out giving no real mechanical advantage unless you rolled a lot of 1's and 2's. Meanwhile, this has only a marginally higher cost (1 sorcery point versus a 1st level spell slot = 2 sorcery points), but you will ALWAYS be guaranteed to do more damage, adding damage 2d10 force damage, ensuring that it this damage isn't likely to be resisted. The 1 mile range is also ridiculous. Just absurd. How would you even get line of sight from that distance, as most spells require? While the cost is greater (1 sorcery point versus a 2nd level slot = 3 sorcery points), the order of magnitude between doubling spell range (generally anywhere between 30' - 240') and 1 mile is HUGE. The adding +2 for spell save DC seems fine. It's inline with Heighten Spell (advantage vs +2 is negligible), but also costs more (3 sorcery points versus 3rd level slot = 5 sorcery points). Prodigious Memory is the primary ability that I am ok with. Master of Magic I am NOT ok with. Wizards, as they are, already get to add an astounding 44 spells to their spell book by level 20 without taking into account the potential to add more spells from acquired treasure. They already get a TON of spells they can choose from. Sorcerers, on the other hand, max out at [b]15 SPELLS![/b] Wizards already have the variety and can prepare up to 10 more spells at level 20 than a sorcerer will ever know. They already have incredible flexibility. And now, with this one ability, they get even more, at will, once per day. I know you've already mentioned that comparisons to the sorcerer maybe warrant a look at the sorcerer as a class. But I disagree. The subclass is clearly based on the flexible ways of casting that are the hallmark of the sorcerer, and in many ways this subclass outclasses the sorcerer. But even without bringing comparisons to the sorcerer, one only has to look at the other wizard archetypes to know that this is way outside the power baseline. For one, each of the Lore Master levels grants multiple abilities, whereas most of the core wizard archetypes are pretty solidly one ability per level. While I am not ready to do an indepth analysis of how each core wizard archetype stacks up against the lore master, at first glance each of the lore master levels is more powerful and useful than many of the abilities of equal level from the competing archetypes. [/QUOTE]
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