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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="ambroseji" data-source="post: 7708873" data-attributes="member: 6700516"><p>I think the WotC team failed to achieve their design goals, then. According to them, wizards have every answer but need to prepare, sorcerers adapt to their situation, and warlocks punch through with whatever they have. The resource cost of metamagic vs Spell Secrets and Alchemical Magic gives adaptability fully to wizards. It completely solidifies your statement that sorcerers are a sledgehammer. That makes me sad.</p><p></p><p></p><p></p><p>I guess I disagree that it would be wasted on a sorcerer. For a class with limited number of spells known, swapping damage types and saves is extremely useful. If, hypothetically, the devs added spells to flesh out the gaps for the (5?) elemental damage types, you'd end up adding 20+ new spells. I would guess that is a difficult feat if you want distinction between spells aside from damage type. Plus, if this route were taken, now the sorcerer is investing even more heavily in damage spell, reducing what little utility he had in the first place.</p><p></p><p>The wizard already has the flexibility (with a time requirement), and, arguably would benefit more from adding an extra 20 spells to the game! Any given sorcerer will only be able to use a fraction of them, while a wizard now could use them all.</p><p></p><p></p><p></p><p>For me, wizards are always going to be the class about research and preparation. In the game I would like to play, there shouldn't be anything that changes that fact.</p><p></p><p>I'm not sure what you mean about the narrative flow of the game, but I would much rather see a wizard with an ability to re-memorize spells on a short rest than this. Even if that memorization included some meta-magic stuff. If that happened, I would be completely fine with it.</p></blockquote><p></p>
[QUOTE="ambroseji, post: 7708873, member: 6700516"] I think the WotC team failed to achieve their design goals, then. According to them, wizards have every answer but need to prepare, sorcerers adapt to their situation, and warlocks punch through with whatever they have. The resource cost of metamagic vs Spell Secrets and Alchemical Magic gives adaptability fully to wizards. It completely solidifies your statement that sorcerers are a sledgehammer. That makes me sad. I guess I disagree that it would be wasted on a sorcerer. For a class with limited number of spells known, swapping damage types and saves is extremely useful. If, hypothetically, the devs added spells to flesh out the gaps for the (5?) elemental damage types, you'd end up adding 20+ new spells. I would guess that is a difficult feat if you want distinction between spells aside from damage type. Plus, if this route were taken, now the sorcerer is investing even more heavily in damage spell, reducing what little utility he had in the first place. The wizard already has the flexibility (with a time requirement), and, arguably would benefit more from adding an extra 20 spells to the game! Any given sorcerer will only be able to use a fraction of them, while a wizard now could use them all. For me, wizards are always going to be the class about research and preparation. In the game I would like to play, there shouldn't be anything that changes that fact. I'm not sure what you mean about the narrative flow of the game, but I would much rather see a wizard with an ability to re-memorize spells on a short rest than this. Even if that memorization included some meta-magic stuff. If that happened, I would be completely fine with it. [/QUOTE]
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