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A new way to play Sorcerers, please comment
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<blockquote data-quote="Herremann the Wise" data-source="post: 5479032" data-attributes="member: 11300"><p>Hello Kuritaki,</p><p></p><p>I'm not too sure that it's too batman (I have developed a very similar system myself) but it may be overpowered, I would have to crunch some numbers to work it out. However, I think you need to streamline the main mechanic so it's a little easier to conceptualize what's going on.</p><p></p><p>For my own take on this, I developed the following ideas (which you can feel free to poach from or adapt or comment on if you are of a mind):</p><p></p><p>- A sorcerer can automatically cast the magics at their disposal while a wizard must perform a caster check to cast their spells (I have also developed a different non-vancian system for wizards).</p><p>- A sorcerer is much more adept at manipulating power around them while a wizard needs to rely on magical objects to store or augment the power they use.</p><p>- A sorcerer uses metamagic naturally (increasing the cost of casting a spell) where as a wizard cannot use metamagic (a spell is set in it's effects - but of course there are different versions of the same spell that might be "metamagicked" in one way or another).</p><p>- A sorcerer draws in raw magical power (aspiration), temporarily ""retains" that power (reposition) allowing it to be used, and expels that power (expiration).</p><p>- A sorcerer has an inner reserve of power measured in minims (power in general is measured in minims). Wizards rarely have any inner power and in fact, you cannot multiclass as a sorcerer unless you have this inner reserve of power. (This can be accessed in Pathfinder by choosing the <em>inner power </em>trait)</p><p>- The more powerful a sorcerer is the more opportunities they have to expand their inner reserves (and occasionally take from it without being fatigued). This is usually done by choosing particular feats but may also be a benefit of choosing spells that add to a sorcerer's inner reserves.</p><p>- To begin with at low levels, a sorcerer is quite limited at the three acts of power manipulation (aspiration, storage and expiration).</p><p>- If a sorcerer digs into their inner reserve of power, they will be fatigued after the casting (or if they are fatigued then exhausted and if exhausted then unconscious).</p><p>- At low levels, it is difficult for a sorcerer to draw in power (aspirate). They can aspirate a certain amount (which increases as they increase in level) but it will usually be as a 1 round action, becoming a full round action, standard action, move equivalent and finally a swift action as they increase their expertise.</p><p>- This aspiration draws power from the local vicinity so it is possible for sorcerers to drain an area of power. More powerful sorcerers can get more power out of their surroundings than others - a novice needs to inefficiently aspirate a number of minims of power in the vicinity to garner "1 minim" of power. More powerful sorcerers are much more efficient with the power in a particular vicinity approaching a one to one ratio at the highest levels.</p><p>- At higher levels, a sorcerer (very much like the Malazan series if you have read it) can then access power from alternative planes, connecting to that plane and aspirating directly. Aspirating from the Planes is highly dangerous and is flavoured depending upon what plane has been accessed (normally linked to bloodline but not always). A sorcerer that can access the planes to aspirate power is not bounded to the available power in the immediate vicinity.</p><p>- Sorcerers need to take metamagic feats to increase their ability to aspirate, reposition and expirate.</p><p>- A spell costs a certain amount of minims of power (I do not follow a particular mathematical formula and in fact this is what I need to work further on). As long as a sorcerer has available minims of power and can physically and mentally cast, they can cast spells as often as they please.</p><p>- A sorcerer can reposition a certain number of minims of power. This is not so much storage as much as developing a link to the power that they have access to from that point. There is a limit to how much power a sorcerer can reposition. If they exceed that limit, they must make a fortitude save (DC 10 plus the total number of minims of power they have repositioned) or lose all the power they have repositioned.</p><p>- A sorcerer is limited in the amount of energy they can expirate (control effectively to cast the spell). It is this as well as the repositioning limit that defines what spells they can cast and what spells are too powerful.</p><p></p><p>I have more stuff but that is enough for you to get the basic idea. I need to fine-tune the spell selections and costs but I'm happy that it's coming along nicely. It seems a very similar philosophy to what you have going if a slightly different mechanism in realising it.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5479032, member: 11300"] Hello Kuritaki, I'm not too sure that it's too batman (I have developed a very similar system myself) but it may be overpowered, I would have to crunch some numbers to work it out. However, I think you need to streamline the main mechanic so it's a little easier to conceptualize what's going on. For my own take on this, I developed the following ideas (which you can feel free to poach from or adapt or comment on if you are of a mind): - A sorcerer can automatically cast the magics at their disposal while a wizard must perform a caster check to cast their spells (I have also developed a different non-vancian system for wizards). - A sorcerer is much more adept at manipulating power around them while a wizard needs to rely on magical objects to store or augment the power they use. - A sorcerer uses metamagic naturally (increasing the cost of casting a spell) where as a wizard cannot use metamagic (a spell is set in it's effects - but of course there are different versions of the same spell that might be "metamagicked" in one way or another). - A sorcerer draws in raw magical power (aspiration), temporarily ""retains" that power (reposition) allowing it to be used, and expels that power (expiration). - A sorcerer has an inner reserve of power measured in minims (power in general is measured in minims). Wizards rarely have any inner power and in fact, you cannot multiclass as a sorcerer unless you have this inner reserve of power. (This can be accessed in Pathfinder by choosing the [I]inner power [/I]trait) - The more powerful a sorcerer is the more opportunities they have to expand their inner reserves (and occasionally take from it without being fatigued). This is usually done by choosing particular feats but may also be a benefit of choosing spells that add to a sorcerer's inner reserves. - To begin with at low levels, a sorcerer is quite limited at the three acts of power manipulation (aspiration, storage and expiration). - If a sorcerer digs into their inner reserve of power, they will be fatigued after the casting (or if they are fatigued then exhausted and if exhausted then unconscious). - At low levels, it is difficult for a sorcerer to draw in power (aspirate). They can aspirate a certain amount (which increases as they increase in level) but it will usually be as a 1 round action, becoming a full round action, standard action, move equivalent and finally a swift action as they increase their expertise. - This aspiration draws power from the local vicinity so it is possible for sorcerers to drain an area of power. More powerful sorcerers can get more power out of their surroundings than others - a novice needs to inefficiently aspirate a number of minims of power in the vicinity to garner "1 minim" of power. More powerful sorcerers are much more efficient with the power in a particular vicinity approaching a one to one ratio at the highest levels. - At higher levels, a sorcerer (very much like the Malazan series if you have read it) can then access power from alternative planes, connecting to that plane and aspirating directly. Aspirating from the Planes is highly dangerous and is flavoured depending upon what plane has been accessed (normally linked to bloodline but not always). A sorcerer that can access the planes to aspirate power is not bounded to the available power in the immediate vicinity. - Sorcerers need to take metamagic feats to increase their ability to aspirate, reposition and expirate. - A spell costs a certain amount of minims of power (I do not follow a particular mathematical formula and in fact this is what I need to work further on). As long as a sorcerer has available minims of power and can physically and mentally cast, they can cast spells as often as they please. - A sorcerer can reposition a certain number of minims of power. This is not so much storage as much as developing a link to the power that they have access to from that point. There is a limit to how much power a sorcerer can reposition. If they exceed that limit, they must make a fortitude save (DC 10 plus the total number of minims of power they have repositioned) or lose all the power they have repositioned. - A sorcerer is limited in the amount of energy they can expirate (control effectively to cast the spell). It is this as well as the repositioning limit that defines what spells they can cast and what spells are too powerful. I have more stuff but that is enough for you to get the basic idea. I need to fine-tune the spell selections and costs but I'm happy that it's coming along nicely. It seems a very similar philosophy to what you have going if a slightly different mechanism in realising it. Best Regards Herremann the Wise [/QUOTE]
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