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A Sorcerer Variant: Spells by any other name?
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<blockquote data-quote="Quickleaf" data-source="post: 7208567" data-attributes="member: 20323"><p>I agree the sorcerer is one of the classes most in need of re-design. Its <em>raison d'être</em> has evaporated from 3E and it lacks the unique magic from 4E.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p></p><p>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. </p><p></p><p>It also seems like it could easily get mired down in details, slowing down actual play at the detail.</p><p></p><p></p><p></p><p>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 </p><p></p><p></p><p></p><p>I'm really hesitant about conceiving of sorcerer sub-classes as bloodlines due to the overlap that creates with the warlock. </p><p></p><p>"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?"</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7208567, member: 20323"] I agree the sorcerer is one of the classes most in need of re-design. Its [i]raison d'être[/i] has evaporated from 3E and it lacks the unique magic from 4E. 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. 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? 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. 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 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. 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 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). [/QUOTE]
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