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Sorcerer experiment - your thoughts?
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<blockquote data-quote="Stalker0" data-source="post: 8966651" data-attributes="member: 5889"><p>My thoughts:</p><p></p><p>Mishaps: So you need to be careful with these, the second you create a % chance that the sorc can no longer "do their job" in combat, you seriously cut in to the effectiveness of the class. I would recommend two key guidelines here:</p><p></p><ul> <li data-xf-list-type="ul">The spell always does what it is supposed to do. Now that doesn't mean it can have some additional negatives, or some lashback, or things like that. But....never actually make the sorcerer spend an action and do nothing (or even worse, do nothing and hurt themselves).</li> <li data-xf-list-type="ul">Mishaps should not hurt your party members: Who the heck would ever want to adventure with someone who might blow up at any moment and kill them? (this is the number 1 issue with the wild sorc, they can drop a fireball on their party at 1st level and TPK the whole group....not ok).</li> </ul><p></p><p>Overchannel: The fact that they can cast any sorc spell higher than them is actually seriously cool, not just for the power, but for the versatility. You might consider adding the ability to use sorc spells of a level you can cast, but not ones you know. One of the few things that triggers an exhaustion that is honestly worth the effort. That said, I don't see any reason to force a player to put this on their list, that creates needless tracking and pigeonholing. This sorc is chaotic, sure they cast that reverse gravity that one time but when their powers matured they actually got crown of stars or whatever. Nothing wrong with that as far as I'm concerned. Why force the player to play a certain way, let them enjoy the flexibility that their very expensive exhaustion cost grants them.</p><p></p><p>Spell Emulation: Does this work with higher level spells as well? (in which case its need to be noted about the overchannel penalties), or can they literally just cast any spell they have seen?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8966651, member: 5889"] My thoughts: Mishaps: So you need to be careful with these, the second you create a % chance that the sorc can no longer "do their job" in combat, you seriously cut in to the effectiveness of the class. I would recommend two key guidelines here: [LIST] [*]The spell always does what it is supposed to do. Now that doesn't mean it can have some additional negatives, or some lashback, or things like that. But....never actually make the sorcerer spend an action and do nothing (or even worse, do nothing and hurt themselves). [*]Mishaps should not hurt your party members: Who the heck would ever want to adventure with someone who might blow up at any moment and kill them? (this is the number 1 issue with the wild sorc, they can drop a fireball on their party at 1st level and TPK the whole group....not ok). [/LIST] Overchannel: The fact that they can cast any sorc spell higher than them is actually seriously cool, not just for the power, but for the versatility. You might consider adding the ability to use sorc spells of a level you can cast, but not ones you know. One of the few things that triggers an exhaustion that is honestly worth the effort. That said, I don't see any reason to force a player to put this on their list, that creates needless tracking and pigeonholing. This sorc is chaotic, sure they cast that reverse gravity that one time but when their powers matured they actually got crown of stars or whatever. Nothing wrong with that as far as I'm concerned. Why force the player to play a certain way, let them enjoy the flexibility that their very expensive exhaustion cost grants them. Spell Emulation: Does this work with higher level spells as well? (in which case its need to be noted about the overchannel penalties), or can they literally just cast any spell they have seen? [/QUOTE]
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