I'm A Banana
Potassium-Rich
You're on a slippery slope here.Sorry I missed the memo where it said this was a monster class
From 3e: "It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage...A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted...sorcerers are on their own, feared by erstwhile friends and misunderstood by family...Arcane spellcasters from savage lands or from among the brutal humanoids are more likely to be sorcerers than wizards."
In their very inception, sorcerers were "freaks." They didn't fit in. They caused disturbances. They were common among the "brutal humanoids." 5e preserves that flavor, and even backs it up mechanically with wild surges and dragon scales and flying.
That doesn't mean only monsters are sorcerers, but it does mean that every sorcerer is at least somewhat of an outsider. That's part of the sorcerer's original story. And if flavor matters, then it should be part of the story of any sorcerer that you play as well. It doesn't have to be, of course, but then the flavor doesn't really matter very much and you can make whatever flavorful changes to whatever class or archetype you want and your "dimensional mage" can be a wizard.
A new player doesn't know enough about what the spell options do to have an opinion one way or another. They don't have a level of system familiarity that lets them understand that spell lists are distinct between classes, let alone be capable of comparing them. Also, newbies don't typically come to the game with a strong character image initially in their head. They approach the game by asking "What can I be?" (Or "Can I be like (pop culture icon X)?" at best), and go from there. "Limitations" aren't something that you feel until you've explored the thing thoroughly first.First, while I agree that too many options can turn off newbies, too few is also a problem because it makes it harder for newbies to take the image in their head and find the right mechanics to express it. Skilled players familiar with the system can find good mechanical approximations for most concepts, particularly by being aware of refluffing possibilities, but an inexperienced player only has the options in front of them at the moment. For example, a new, inexperienced player displeased with their spell options as a sorcerer may not even know that wizards get access to all the same spells, plus more. Even if they did know, they might reject switching to Wizard on fluff (or primary stat) grounds, not thinking to ask the DM to refluff the wizard as a sorcerer.
Yeah, I would definitely argue that a Wizard in any edition is newbie poison. Hell, spellcasting alone is probably about six decision points more complicated than it should be from a purely newbie perspective, but we've got some historical baggage there that can't be shed without dramatically altering the brand identity of the thing, so I'm comfortable with "slightly less confusing than the editions before it" as a truce. The OD&D Wizard probably wins the newbie-friendly contest, and even it is saddled with system mastery issues and Vancian spellcasting.Second, increasing the size of the Sorcerer spell list to make more concepts realizable can't qualify as too many options until it surpasses the wizard list, unless you're arguing that 5e wizards themselves are newbie poison.
If D&D is a game meant to be played at a table with friends, then it should be designed for that medium, and every other axis it could fire on is secondary at best. If D&D is not meant to be played at a table with friends, I've got more fun things to do with a free evening than pouring over books imagining how cool this character that I'll never actually get to see played would hypothetically be. My free time is overflowing with options.Personally I feel the character-building minigame is an important part of what drives experienced players to keep playing D&D, because it can be done solo. When in-between campaigns and/or gaming groups, the ability to build characters as a creative exercise keeps interest in the game high. Once of the prices of having deliberately limited options is reducing the appeal/longevity of the minigame to your veteran fanbase.
It weakens the fluff divide significantly to give sorcerers access to thorough, methodical, ritualistic magic. That isn't an instinctive power born in your soul, it's...wizard stuff. A spell or two might be OK in a subclass that specifically had need for it, but as a general principle, the sorcerer's spell list should only include spells that enhance it's playstyle as a user tightly themed spontaneous magic. Some spells, I could see a case for (silence maybe!). Others, no (Tenser's Floating Disc isn't spontaneous magic, it's a wizard spell developed by a specific wizard and trained to other specific wizards through their books).I don't understand how, for example, not giving the sorcerer access to the entire wizard list significantly improves the class for you personally. You'd have no more options than a wizard would, so there shouldn't be too many, and it leaves the fluff divide between the classes entirely intact, so they remain distinct. (If both classes had unique spells, I could see an argument that merging the spell lists would reduce the distinction between the classes, at least so long as the assignment of particular spells had a thematic divide. But when one class's spell list is a strict subset of the other's and lacks any rhyme or reason, I don't find that convincing.)
It could be a huge mistake to use narrow classes as a design ethos. But, 5e seems to be doing fine - whether that's because of, in spite of, or regardless of it's use of narrow classes is mostly a matter of opinion.I'm also unconvinced that the "marginal gain" of improving the game for whatever-size swath of the gaming audience feels as I do is necessarily any less valuable than improving it for whatever-size swath shares your opinions. Without some sort of concrete data on the prevalence of certain preferences, what basis can there be for claiming your opinion is more important than mine? It does indeed sound like you're saying that my preference is wrong on the (unknowable) basis that it is less popular than yours.
The line is not nearly as hard as that. Which ability score you cast spells with or whether your spellbook is a literal book or just a sort of free-floating spell list or whatever is all fluff. What's more, deciding your Arcane Trickster has a mysterious magical origin is also fluff.There is a difference between tossing out the "sworn & beholden" fluff for the warlock and changing the mechanics of the wizard class to no longer have a spellbook or be based on charisma. I've never yet encountered a DM who wasn't fine with rewriting fluff, but I've met several who were very hesitant to make even small mechanical changes. And for those who do organized play, the former is legal, but the latter is not.
There's nothing hypothetical about your frustration.I'm glad! Your experience shows that the class has enough options for you to be content. But I don't see how your experience is sufficient to reduce my perspective to "white-room speculation". I am indeed frustrated with the sorcerer builds that the truncated spell list precludes--there's nothing hypothetical about it.
However, your frustration sounds like it is based in aesthetics, not execution.
These are very different kinds of frustrations. In as much as D&D is designed to be a game played at a table with friends, execution is much more important. Aethetics have a lot to say, too, sometimes even louder, but they are a secondary goal, and shouldn't get in the way of the primary goal.
And narrow classes, IMXP, make D&D a better game to play at a table with more friends.
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