Hi everyone. As I alluded to in the poll results thread, I want to talk about Fighters, Rangers, and Sorcerers. I've done a lot of talking about Fighters and Rangers before, so how about I spend some effort on Sorcerers.
I like Sorcerers. A lot. I like the concept of them better than the concept of a Wizard, personally. I'd rather play a Sorcerer. I didn't get to be a player much in 3E, but my first character was a Sorcerer. I largely liked how they were handled then. More spells, less choices, but spontaneous choices, just felt cool. I wasn't a spell optimizer back then, so I didn't see the Wizard as better (minus their bonus feats, stupid wizards and their bonus feats). I largely liked how Sorcerers were handled in 4E (minus my dislike for a lack of shared spell lists). But with everyone getting spontaneous casting in 5E, the sorcerer doesn't feel different enough to me.
I agree the sorcerer is one of the classes most in need of re-design. Its
raison d'être has evaporated from 3E and it lacks the unique magic from 4E.
At first, I was fostering this idea as a DM's Guild thing. Maybe I'll put it up for free. I couldn't imagine charging for "my way" of doing PHB stuff. But, I really need some outside opinions to help shape my ideas. I want the sorcerer to feel like their magic is natural to them. I don't believe the current structure really does that. So, here are my ideas to change up the Sorcerer:
1) Remove Metamagic and reintroduce it most of them as feats.
I strongly second that. I *think* what the designers were aiming for by making Metamagic a sorcerer exclusive was a sort of compromise between the rigid spell system and build-spells-on-the-fly system found in other RPGs.
2) Add a new bloodline ability at 10th level.
3) Switch the Sorcerer to Spell Points.
4) Allow Sorcery Points to be used as Spell Points or to push spells to higher levels than they're normally capable of (which could be combined with metamagic feats to mimic what they used to do, or to just make big booms or affect extra targets).
I think you're getting ahead of yourself with those fine-tuning tweaks...and the ability to push spells to a higher level than normally capable of requires a lot of playtesting/design to balance it.
The BIG question, the one that needs to be addressed FIRST, is conceptual: What is a sorcerer, and how is that expressed in the class design?
And then there's the main idea. I'm not sure if this idea would require altering the number of spells known a sorcerer has, or simply abandoning the dream of giving them Origin Spells. My idea involves giving each Origin 2 custom cantrips. These cantrips scale like normal, though possibly with sorcerer level instead of character level, but they can be augmented with spell points. At first, this would just be for increasing damage or adding targets (depending on the cantrip), but as the Sorcerer gained levels they would learn different shapes and modifications to these cantrips (requiring a minimum spell level/SP value before you could choose the options). They'd be things like:
1st level, 2 sp) Self-centered radius burst, self-centered cone
2nd level, 3 sp) Damage over time, pillar
3rd level, 5 sp) Ranged radius burst, self-centered line ...
This seems to be about dealing damage in manner X, Y, or Z. That's totally one type of sorcerer, but I can think of sorcerers who aren't blasters.
It also seems like it could easily get mired down in details, slowing down actual play at the detail.
While I'm excited by this part of the idea, I'm concerned that it would just be spells by another name. It may feel different. It reminds me of the 3E Warlock with all their Eldritch Blast options (and it's really probably where the idea started to grow from). It could serve as a "simple spellcaster" too if designed right.
I believe the sorcerer should be re-designed as D&D's "simple spellcaster." Instead of giving sorcerers MORE spells known, I actually think that a sorcerer should be required to tightly specialize. The wizard is the swiss army knife – that's covered already. The sorcerer should do a few things really well, and be able to
A white dragon or cold sorcerer could have a cantrip for straight up damage and a cantrip for less damage and a slow effect. They could modify the sizes and ranges, choosing things like a cone of cold or more ranged focused choices, based on their vision for their character. A fey-oriented sorcerer could have sleep or charm effects that could be modified. Again, spells by another name, but the use of Spell Points and not strictly using the precise formulas of spells might make the sorcerer feel more unique.
I'm really hesitant about conceiving of sorcerer sub-classes as bloodlines due to the overlap that creates with the warlock.
"I've sworn a pact to an Archfey" vs "I am descended from an Archfey" feels like these two concepts are jockeying for the same design space. And then you get into the question of... "Wait, so you're descended from a Fiend....but you're not a tiefling?"
INSTEAD, I'd look at sorcerer sub-classes as far less specifically defined than, for example, a warlock's patron. Maybe you hail from a Secret Arcane Lineage? Or maybe your first memories are from a foul new moon rite when you emerged as one of the Cauldron-Born? Or maybe you are a Child of Prophesy?
I'd also consider lining up these sub-classes with major breakdowns of spellcasters in actual play – controllers, blasters, and...I know there are more, but I'm blanking now.
They'd still have spells known, of course. These would represent their efforts at learning more control of their arcane power. Maybe a "generic" sorcerer could spend their "Channel Sorcery" options on learning more spells, giving them more rigid defined options rather than adding to their primary ability.
I don't see any advantage to giving sorcerers the ability to have spells known. Bards, Wizards, and Warlocks can draw from many of the same spells. They're roughly equally complex. The sorcerer should be something different. It should be the entry point for those not-too-serious gamers who want to play Hermione or Harry Potter or Walker Boh or whatever innate-caster from fantasy literature they like.
I think spell points would lend well to making sorcerers feel like their power was more inborn. Points feel like a reserve of power, like endurance. Spell Slots feel like compartmentalized features. The sorcerer can already expend spell slots to regenerate sorcery points: Just take out the middleman.
What do you think?
I actually think a sorcerer shouldn't need to deal with any "spell accounting", whether they're called spell points or spell slots. For example, maybe they have a Magic Fatigue Check instead? I'd want a sorcerer to basically do their thing ALL the time...cantrips in 5e terms. And then their ability to boost their cantrips (or whatever mechanic you go with) would be governed by a Magic Fatigue Check or something along those lines. There'd be no points/slots to track whatsoever...the most there'd be to track would be the use of a feature that recharges after a long and/or short rest (kinda like the Champion fighter).