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*Dungeons & Dragons
4/26 Playtest: The Sorceror
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<blockquote data-quote="Chaosmancer" data-source="post: 9008474" data-attributes="member: 6801228"><p>There are some great changes here for Sorcerers, things I really like... but the best things are often stopped as soon as you think about concentration. </p><p></p><p>Concentration spells are often the best in the game, but if you look at something like the nerfed twin spell... it can't work with concentration. You cast it, and then next turn... you can't cast it again. So this only works for instant spells. I just did a quick scan of the 3rd level arcane spells, and out of 29 spells only 2 seemed worth casting two turns in a row, Fireball or Lightning Bolt. It is slightly better for 2nd level, where you have 5 spells (Ray of Enfeeblement, Scorching Ray, Shatter, Misty Step, Melf's Acid Arrow) but most of these are not massively impactful spells. </p><p></p><p>And this is the same with the sorcery incarnate. So many of the major abilities are limited by not having enough spells good enough to use them with. </p><p></p><p>Now, most of the metamagic changes are AMAZING. Extended spell? New favorite. Heighten Spell? Actually amazing. The ability to swap them? Better than I hoped. But, empowered didn't change and it still isn't super useful. Better now, with some of the unique spells, but not something I'm eager to use. Transmute spell is questionable. Seeking spell is also really only useful with those same attack roll spells that aren't super useful. </p><p></p><p>Something similiar happens with Vitality. The healing is way too small for a 3rd level spell, and while it does remove some conditions... I feel like that isn't supposed to be the main focus. It is useful, certainly, but niche. I'd much rather have the healing... heck, I'd double it to 4d6 (I believe all healing needs to be improved) </p><p></p><p>The Cantrip is slightly too weak. I'd go with 1d8 instead. Right now, Fire Bolt can give a Draconic Sorcerer 2d10+mod, compared to 2d6+mod with a chance of more? Those aren't great odds, for doing better than the other options, especially since the only utility is damage and the option to swap type.</p><p></p><p></p><p>Draconic Sorcery's only downside I see is the Wings, everything else is awesome, especially with the improved AC. That's game changing for them.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9008474, member: 6801228"] There are some great changes here for Sorcerers, things I really like... but the best things are often stopped as soon as you think about concentration. Concentration spells are often the best in the game, but if you look at something like the nerfed twin spell... it can't work with concentration. You cast it, and then next turn... you can't cast it again. So this only works for instant spells. I just did a quick scan of the 3rd level arcane spells, and out of 29 spells only 2 seemed worth casting two turns in a row, Fireball or Lightning Bolt. It is slightly better for 2nd level, where you have 5 spells (Ray of Enfeeblement, Scorching Ray, Shatter, Misty Step, Melf's Acid Arrow) but most of these are not massively impactful spells. And this is the same with the sorcery incarnate. So many of the major abilities are limited by not having enough spells good enough to use them with. Now, most of the metamagic changes are AMAZING. Extended spell? New favorite. Heighten Spell? Actually amazing. The ability to swap them? Better than I hoped. But, empowered didn't change and it still isn't super useful. Better now, with some of the unique spells, but not something I'm eager to use. Transmute spell is questionable. Seeking spell is also really only useful with those same attack roll spells that aren't super useful. Something similiar happens with Vitality. The healing is way too small for a 3rd level spell, and while it does remove some conditions... I feel like that isn't supposed to be the main focus. It is useful, certainly, but niche. I'd much rather have the healing... heck, I'd double it to 4d6 (I believe all healing needs to be improved) The Cantrip is slightly too weak. I'd go with 1d8 instead. Right now, Fire Bolt can give a Draconic Sorcerer 2d10+mod, compared to 2d6+mod with a chance of more? Those aren't great odds, for doing better than the other options, especially since the only utility is damage and the option to swap type. Draconic Sorcery's only downside I see is the Wings, everything else is awesome, especially with the improved AC. That's game changing for them. [/QUOTE]
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4/26 Playtest: The Sorceror
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