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*Dungeons & Dragons
Is the Wild magic Sorcerer as terrible as it seems?
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<blockquote data-quote="CapnZapp" data-source="post: 7028500" data-attributes="member: 12731"><p>Nooo... that's incredibly backwards!</p><p></p><p>It's as if the stiff cost justifies the puny effect.</p><p></p><p>The way you should be going is instead "Bend luck costs you a 1st or 2nd level spell, so it really must be more powerful than that, or it's not a net gain".</p><p></p><p>You see? You're using the cost as if the ability read:</p><p>"Bend Luck: either gain 1d2 sorcery point, or [insert Bend Luck ability here]"</p><p></p><p>NOW you would have a valid comparison - do I want my sorcery points or the bend luck ability? "Hmm; since that's about the cost of Bless, but slightly different, I'll take Bend Luck"</p><p></p><p>But that is obviously not the case here. Bend Luck requires you to SACRIFICE your Bless spell. There is otherwise no direct connection between the two. But you're not really sacrificing a Bless spell, are you? You're sacrificing sorcery points enough for a spell slot! <em>Your comparison is invalid.</em> </p><p></p><p>Besides, the sorcerer is already tight on sorcery points. Each new use for them is only fewer left for the original usages. Add new ways to spend your sorcery points needs to be incredibly generous to actually add any value.</p><p></p><p>Instead, Bend Luck should be about as powerful as <strong>a level 6 class feature</strong>.</p><p></p><p>I have already compared it to other level 6 class features that allow you to modify a rolled result. The Wild Mage ranks very unfavorably here.</p><p></p><p>Even if Bend Luck cost you ZERO sorcery points, it would still not be a very good level 6 class feature (assuming some other limitation, of course; this doesn't even have to have a cost attached - simplest example: "Once you use this feature, you can’t use it again until..."). As it is; it's one of the stingiest and least generous such feature in the entire book.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7028500, member: 12731"] Nooo... that's incredibly backwards! It's as if the stiff cost justifies the puny effect. The way you should be going is instead "Bend luck costs you a 1st or 2nd level spell, so it really must be more powerful than that, or it's not a net gain". You see? You're using the cost as if the ability read: "Bend Luck: either gain 1d2 sorcery point, or [insert Bend Luck ability here]" NOW you would have a valid comparison - do I want my sorcery points or the bend luck ability? "Hmm; since that's about the cost of Bless, but slightly different, I'll take Bend Luck" But that is obviously not the case here. Bend Luck requires you to SACRIFICE your Bless spell. There is otherwise no direct connection between the two. But you're not really sacrificing a Bless spell, are you? You're sacrificing sorcery points enough for a spell slot! [I]Your comparison is invalid.[/I] Besides, the sorcerer is already tight on sorcery points. Each new use for them is only fewer left for the original usages. Add new ways to spend your sorcery points needs to be incredibly generous to actually add any value. Instead, Bend Luck should be about as powerful as [B]a level 6 class feature[/B]. I have already compared it to other level 6 class features that allow you to modify a rolled result. The Wild Mage ranks very unfavorably here. Even if Bend Luck cost you ZERO sorcery points, it would still not be a very good level 6 class feature (assuming some other limitation, of course; this doesn't even have to have a cost attached - simplest example: "Once you use this feature, you can’t use it again until..."). As it is; it's one of the stingiest and least generous such feature in the entire book. [/QUOTE]
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Is the Wild magic Sorcerer as terrible as it seems?
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