FireLance
Legend
This thread is pretty much an attempt to convert the sorcerer's advantages into "I win" buttons.
First, through the use of metamagic such as Twin, Subtle and Extend. Twin and Extend are generally balanced by a wizard's access to more spells, so a wizard is able to cast spells more efficiently and can pretty much do anything the sorcerer can. For example, a wizard doesn't need to use wish to cast mind blank or simulacrum. Subtle is less useful in a straight-out fight if the opponent doesn't try to counterspell (more on this below).
Second, through the use of sorcerer subclass abilities such as the Divine Soul's access to clerical spells and wings, and the Clockwork Soul's Trance of Order to ensure a minimum roll of 10 for attack rolls, ability checks, and saving throws.
The initial idea of a flying sorcerer with flying minions can't match a straight-out fight against a 20th-level wizard with a pre-cast wish to obtain a pegasus from find greater steed. If the wizard casts invulnerability and relies on the pegasus to keep out of range of the minions, the wizard can unload attack spells with impunity.
This is why the Clockwork Soul version focuses on stealth and ability checks instead.
Overall, this thread has been interesting in surfacing the weaknesses of 5e as a system. My conclusion is that 5e is primarily balanced for PCs vs. monsters and not PvP, which, coupled with the desire for natural instead of technical language, makes certain spells worded more generally than they should be, creating weird corner cases and interactions for which there are no clear interpretations. Hence, it also highlights the need for a DM to adjudicate everything apart from a simple straight-out fight and some spells and abilities need a DM to weigh in even then. That means there is a great deal of variation between games and tables - an "unbeatable" DM PC in one game is anything but in another.
First, through the use of metamagic such as Twin, Subtle and Extend. Twin and Extend are generally balanced by a wizard's access to more spells, so a wizard is able to cast spells more efficiently and can pretty much do anything the sorcerer can. For example, a wizard doesn't need to use wish to cast mind blank or simulacrum. Subtle is less useful in a straight-out fight if the opponent doesn't try to counterspell (more on this below).
Second, through the use of sorcerer subclass abilities such as the Divine Soul's access to clerical spells and wings, and the Clockwork Soul's Trance of Order to ensure a minimum roll of 10 for attack rolls, ability checks, and saving throws.
The initial idea of a flying sorcerer with flying minions can't match a straight-out fight against a 20th-level wizard with a pre-cast wish to obtain a pegasus from find greater steed. If the wizard casts invulnerability and relies on the pegasus to keep out of range of the minions, the wizard can unload attack spells with impunity.
This is why the Clockwork Soul version focuses on stealth and ability checks instead.
Overall, this thread has been interesting in surfacing the weaknesses of 5e as a system. My conclusion is that 5e is primarily balanced for PCs vs. monsters and not PvP, which, coupled with the desire for natural instead of technical language, makes certain spells worded more generally than they should be, creating weird corner cases and interactions for which there are no clear interpretations. Hence, it also highlights the need for a DM to adjudicate everything apart from a simple straight-out fight and some spells and abilities need a DM to weigh in even then. That means there is a great deal of variation between games and tables - an "unbeatable" DM PC in one game is anything but in another.