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Is it true that in early versions of 3rd ed sorcerors could cast cure spells?
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<blockquote data-quote="Magus_Jerel" data-source="post: 149545" data-attributes="member: 3940"><p>Lord Ben - I am going to have to answer this as deftly as I can.</p><p></p><p>yes - and yes.</p><p></p><p>First off, not all playtesters had the same "version" of the game at the same time. Different combinations were tried using different groups. It was kept extremely close to the vest so to speak, because of the old idea that "wizards shouldn't cast healing spells". The fact that this was possibly being challenged was kept very hush-hush.</p><p></p><p>I have tried it in My campaign, and have found that it works quite well. Sorcerers and bards - while they could have theoretically an infinite number of spells on their "spell list" could only know so many spells. There are six residual "points of evidence" on this point.</p><p></p><p>1. You are not supposed to grant extra spells known to sor or bard characters under ANY circumstance.</p><p></p><p>2. The consequences of spontaneously adding metamagic feats (where sorcerers were supposed to reign supreme) as a full round action removing quicken spell as a viable feat.</p><p></p><p>3. The lack of knowledge skills on the class list of the sorcerer</p><p></p><p>4. The total "spells known" count of the sor is less than that of the wizard at ANY given level.</p><p></p><p>5. the sorcerer is a full level behind the wizard when it comes to caster level.</p><p></p><p>6. Compare the sheer number of spells a SPECIALIST wizard and a sorcerer type can cast at 5th level. The major "hardcore" analysis is a 5th level evoker vs a 5th level sorcerer.</p><p></p><p>The main purpose of the sorcerer was to create a distinct niche - that of the "battle mage", just as the barbarian's major niche was melee combat. These two classes have their abilities stunted accordingly outside of these two roles. After all, a sorcerer focused on battle spells shreds nearly any given wizard (supposedly) and the barbarian in his rage DOES beat the fighter if he gets hand to hand.</p><p></p><p>Fortunately, a great deal of players focus on modules or "one shot" adventures and the "kick in the door" style of play. The weakness is therefore - not a weakness, it is a strength, because these are the vast majority of the encounters. However, the weakness is dramatically exposed as more "non-combat" type situations are presented to the party in the campaign game.</p><p></p><p>The sorcerer also makes a much better "GM spellslinger" than a rival wizard for quite a few reasons.</p><p></p><p>1. Sorcerers don't have spellbooks for PC wizards to find as treasure and possibly "unbalance" things.</p><p></p><p>2. Sorcerers can be "thrown together" - just pick your spells, drop skillpoints into the following:</p><p></p><p>Knowledge: Arcana, Spellcraft, Scry and a maybe a few craft skills</p><p>give him a hand to hand weapon and a crossbow...</p><p>and poof - you have a sorcerer.</p><p></p><p>3. you - as GM, don't have to worry about the problems between "invisibility" and "improved invisibility" or spell progression. Your character starts at level X. There is no "evolution effect" on your spell selection.</p><p></p><p>The majority of players thought the most unbalancing and over-powered class in 2e was the wizard. In fact - mathematical analysis proved concretely this was not the case...</p><p></p><p>It is now that I start to ramble... and need to stop.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 149545, member: 3940"] Lord Ben - I am going to have to answer this as deftly as I can. yes - and yes. First off, not all playtesters had the same "version" of the game at the same time. Different combinations were tried using different groups. It was kept extremely close to the vest so to speak, because of the old idea that "wizards shouldn't cast healing spells". The fact that this was possibly being challenged was kept very hush-hush. I have tried it in My campaign, and have found that it works quite well. Sorcerers and bards - while they could have theoretically an infinite number of spells on their "spell list" could only know so many spells. There are six residual "points of evidence" on this point. 1. You are not supposed to grant extra spells known to sor or bard characters under ANY circumstance. 2. The consequences of spontaneously adding metamagic feats (where sorcerers were supposed to reign supreme) as a full round action removing quicken spell as a viable feat. 3. The lack of knowledge skills on the class list of the sorcerer 4. The total "spells known" count of the sor is less than that of the wizard at ANY given level. 5. the sorcerer is a full level behind the wizard when it comes to caster level. 6. Compare the sheer number of spells a SPECIALIST wizard and a sorcerer type can cast at 5th level. The major "hardcore" analysis is a 5th level evoker vs a 5th level sorcerer. The main purpose of the sorcerer was to create a distinct niche - that of the "battle mage", just as the barbarian's major niche was melee combat. These two classes have their abilities stunted accordingly outside of these two roles. After all, a sorcerer focused on battle spells shreds nearly any given wizard (supposedly) and the barbarian in his rage DOES beat the fighter if he gets hand to hand. Fortunately, a great deal of players focus on modules or "one shot" adventures and the "kick in the door" style of play. The weakness is therefore - not a weakness, it is a strength, because these are the vast majority of the encounters. However, the weakness is dramatically exposed as more "non-combat" type situations are presented to the party in the campaign game. The sorcerer also makes a much better "GM spellslinger" than a rival wizard for quite a few reasons. 1. Sorcerers don't have spellbooks for PC wizards to find as treasure and possibly "unbalance" things. 2. Sorcerers can be "thrown together" - just pick your spells, drop skillpoints into the following: Knowledge: Arcana, Spellcraft, Scry and a maybe a few craft skills give him a hand to hand weapon and a crossbow... and poof - you have a sorcerer. 3. you - as GM, don't have to worry about the problems between "invisibility" and "improved invisibility" or spell progression. Your character starts at level X. There is no "evolution effect" on your spell selection. The majority of players thought the most unbalancing and over-powered class in 2e was the wizard. In fact - mathematical analysis proved concretely this was not the case... It is now that I start to ramble... and need to stop. [/QUOTE]
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Is it true that in early versions of 3rd ed sorcerors could cast cure spells?
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