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Arcanist - a Sorcerer variant
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<blockquote data-quote="Khaalis" data-source="post: 1387576" data-attributes="member: 2167"><p>The problem is, it cant always be done in one sentence. Remember that abilities in D&D are written with 2 Rules in mind. </p><p>Rule 1: A certain "legalease" in always kept in mind because of the pentiant for players to be rules lawyers. The abilities need to be stated clearly and with all possible loopholes covered. Your statement makes sense - but it breaks Rule #2.</p><p>Rule 2: It needs to be understood by a 12 year old. Not too many 12 year olds understand the premise of Algebra yet.</p><p></p><p>Its up to you how you word it, I personally just find it easier to not recreate the wheel when someone else "official" did the work for me already.</p><p></p><p></p><p></p><p>As you state - the balance factor is in the spell level limit. As for the higher level problem. Normally you dont have to take the Quicken Feat more than once. You take it and you now know it. You can use it as often as you like. </p><p></p><p>Also keep in mind that with this system taking the feat ALL you get is the free uses per day. When they are gone they are gone. You cant ALSO go and use the feat at will as per the normal rules. Its one or the other.</p><p>Either get Quicken useable as often as you choose to burn spell slots, or 3/day. Pretty balanced.</p><p></p><p>With this system, if someone really wants to blow multiple feats to have more uses of Quicken - I think that is balanced because it prevents them from using those preceious few feats on anything else. </p><p></p><p>Personally, I have playtested Sorcerers and Wizards (and Clerics) quite a few times since 3.X originally came out and I find NO incentive to take metamagic. Its not worth it. With this rule it makes it more appealing, and I do find it balanced.</p><p></p><p></p><p></p><p>I just think the "spell point" aspect is clumsy. Just my personal taste. I wouldnt want to have to do the figuring out of how many spell levels I can use versus what they cost, and then tracking the levels used, etc. Its just a bit too clunky for my personal taste. If it works for you - great.</p><p></p><p></p><p>Which is why I slightly modified the text form 3/day to "a number of times per day equal to their Charisma modifier". Keeps it in the same balpark but makes it based on Charisma. For most sorcerers that will be low useage at low levels (most start with a 14 Charisma) and scaling up as the sorcerer uses their Ability Boosts (and magic items) to increase their Charisma. This also makes the Charisma gear more important. Personally I never saw much need for it. I can spend 36 thousand gold on a +6 Charisma item to give me a +3 to my spell DC's?? Woo Hoo! NOT!</p><p></p><p></p><p>That is personal choice. Everyone is different as has been seen on the boards. The Sorcerer debate ever rages on and seems to be a pretty even split 50/50 to those who think its fine (the purists that think if WotC wrote it is beyond falecy) and the 50 that see that it is not well written or well balanced. I would take a cleric, a wizard or even a druid over a sorcerer any day. Hands down. The class has potential but they dropped the ball on it.</p><p></p><p></p><p>I still think this is too powerful. Thats 9 free feats off the bat. </p><p></p><p></p><p></p><p>By the time I could use Quicken on any spell of worth, its worth the cost of that many feats. Especially since thats 4 feats in something else I cant have like Spell Focus, Spell Penetration, Greater Spell Focus and Greater Spell Penetration not to mention the other 8 metamagic feats or any of the zillion other useful feats.</p><p></p><p></p><p>On a personal note I think Energy Sub is great feat. Granted it works best for someone dedicate to elemental magic study but it can be open to anyone. Its really a matter of metaphysics. If you know how to make a giant ball of fire, why couldnt you use the same premise to make a giant ball of electricity instead?</p><p></p><p></p><p>I dont think its the uses per day that makes it powerful, its instantly knowing the full 9 feats.</p><p></p><p>JMHO</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1387576, member: 2167"] The problem is, it cant always be done in one sentence. Remember that abilities in D&D are written with 2 Rules in mind. Rule 1: A certain "legalease" in always kept in mind because of the pentiant for players to be rules lawyers. The abilities need to be stated clearly and with all possible loopholes covered. Your statement makes sense - but it breaks Rule #2. Rule 2: It needs to be understood by a 12 year old. Not too many 12 year olds understand the premise of Algebra yet. Its up to you how you word it, I personally just find it easier to not recreate the wheel when someone else "official" did the work for me already. As you state - the balance factor is in the spell level limit. As for the higher level problem. Normally you dont have to take the Quicken Feat more than once. You take it and you now know it. You can use it as often as you like. Also keep in mind that with this system taking the feat ALL you get is the free uses per day. When they are gone they are gone. You cant ALSO go and use the feat at will as per the normal rules. Its one or the other. Either get Quicken useable as often as you choose to burn spell slots, or 3/day. Pretty balanced. With this system, if someone really wants to blow multiple feats to have more uses of Quicken - I think that is balanced because it prevents them from using those preceious few feats on anything else. Personally, I have playtested Sorcerers and Wizards (and Clerics) quite a few times since 3.X originally came out and I find NO incentive to take metamagic. Its not worth it. With this rule it makes it more appealing, and I do find it balanced. I just think the "spell point" aspect is clumsy. Just my personal taste. I wouldnt want to have to do the figuring out of how many spell levels I can use versus what they cost, and then tracking the levels used, etc. Its just a bit too clunky for my personal taste. If it works for you - great. Which is why I slightly modified the text form 3/day to "a number of times per day equal to their Charisma modifier". Keeps it in the same balpark but makes it based on Charisma. For most sorcerers that will be low useage at low levels (most start with a 14 Charisma) and scaling up as the sorcerer uses their Ability Boosts (and magic items) to increase their Charisma. This also makes the Charisma gear more important. Personally I never saw much need for it. I can spend 36 thousand gold on a +6 Charisma item to give me a +3 to my spell DC's?? Woo Hoo! NOT! That is personal choice. Everyone is different as has been seen on the boards. The Sorcerer debate ever rages on and seems to be a pretty even split 50/50 to those who think its fine (the purists that think if WotC wrote it is beyond falecy) and the 50 that see that it is not well written or well balanced. I would take a cleric, a wizard or even a druid over a sorcerer any day. Hands down. The class has potential but they dropped the ball on it. I still think this is too powerful. Thats 9 free feats off the bat. By the time I could use Quicken on any spell of worth, its worth the cost of that many feats. Especially since thats 4 feats in something else I cant have like Spell Focus, Spell Penetration, Greater Spell Focus and Greater Spell Penetration not to mention the other 8 metamagic feats or any of the zillion other useful feats. On a personal note I think Energy Sub is great feat. Granted it works best for someone dedicate to elemental magic study but it can be open to anyone. Its really a matter of metaphysics. If you know how to make a giant ball of fire, why couldnt you use the same premise to make a giant ball of electricity instead? I dont think its the uses per day that makes it powerful, its instantly knowing the full 9 feats. JMHO [/QUOTE]
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