Are Sorcerers really that bad?

Nightfall said:
Graf,

Well only if you have a gestalt Warmage/Warlock. Otherwise no I think sorcerers aren't THAT bad. But I still think Bards suck. :p :) And yes I'm a player in a game WITH a bard.
We have a campaign where our Bard is arguably the most powerful in the group. And we have a tough group.

If you get a player who knows Bards inside and out, and who picks good PrCs, they can be the MVP of a group.
 

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Merlion said:
Of course a lot of people like Sorcerers with Silent Spell to counter Silence...but how often do you really encounter that?

Actually, having seen silent spell use quite a bit, less than maybe 1 in 10 were for countering silence 15' radius.

the vast majority were to counter the easy listen check for noticing spellcasting which tends to alert the guys round the corner, the guys on the other side of the door, and often the guys 100' away to the fact that "HEY WE ARE HERE!!! GET READU< WE WILL BE THERE SHORTLY!!"
 

I have three complaints when it comes to the sorcerer:

1. People underestimate spontaneous casting and spontanteous metamagic. It's potent. It's flexible. And if you pick your spells right, you're going to be going strong alongside the wizard.

2. Sorcerers get their spells a whole level later than wizards, meaning that they reach new magical vistas far behind the wizard. When the wizard is tossing out fireballs, the sorcerer is still using scorching ray. This is probably the biggest weakness that sorcerers face in terms of mechanics.

3. The mechanics of the sorcerer aren't different enough from the wizard. Aside from spontaneous casting, the sorcerer does everything else just like a wizard. In my game, I've taken a hint from the wilder/psion relationship and had the sorcerer trade out its familiar ability (still available as a feat) and instead granted the sorcerer the ability to utilize metamagic at a lower spell level adjustment cost once or twice per day. The tradeoff for the sorcerer becomes one of trading spell knowledge (more spells known and spells know at earlier levels) for an earlier ability to metamagic their spells in ways that their peers cannot manage.
 

Give a sorcerer dimension door and wall of force, and he'll decimate enounters that will leave a wizard reeling. Sure the big bad can take down one wall of force, but how about 4. A sorcerer with an intelligent spell mix of offense, defense (stoneskin), travel (fly, DD) and utility spells (invis, dispel magic, and illusions) is a very useful and powerful character.

Personally, I prefer wizards, but only cause I love choosing spells each day. I rarely take more than one of any spell, and try to take the widest range of nifty effects possible. And much to the annoyance of my fellow players, I avoid magic missle, fireball and lightning bolt. Just too obvious.
 

swrushing said:
never one to argue with an opinion but i will make a few comments about your reasons. :-)

having spells and having spells ready to be cast are two different things.

Yes, but as a wizard I virtually never run out of spells. The cleric runs out first, and we rest at that ponit. (Unlike the wizard, the cleric has to cast lots of spells outside of combat.)


IMX, which may vary from yours, the wiz is better served and more often optsto go with with the item feats for his choices and the sor heads for the metamagic.

I haven't foudn item creation to be that useful. As a wizard, I get Scribe Scroll for free, but I dont' use it. If I already have the spell in my spellbook, then I'll prepare it if I need it (or leave a slot open). I use scrolls to add spells to my spellbook, not the other way around. The only useful one I've found is Craft Wondrous Item. While I hardly use it, it's neat for when you can't find an item you want.

As for your example? IIRC my sorcerer did opt for gaseous form and the gnomish guy had it in a wand, so I don't see that the sor would have not opted for the gaseous form as a likely case, and gaseous form and dimension door serve very different purposes so i don't see this as a likely "either/or."

They're both very good for escaping grapples. As a wizard, I could have both more easily than a sorcerer - just in case Dimension Door won't work for some reason. It never hurts to be prepared.

one of the better examples of one of the things the wiz has going for him. he gets more skills. But both sides have things going for them and against them. I know in my sorcerer play i got a lot of hay out opf his good social abilities and ranks cross-class into perform helped a lot too.

My experience says otherwise. here is the key... social skills are often OPPOSED ROLLS and for most people those opposition skills are not in-class, which tends to mean a few ranks cross-class plus a high attribute is enough to let you win those checks.

Let's look at the Charisma-based socail skills.

Bluff: opposed by Sense Motive. I've already conceded the sorcerer wins this one, hands down.

Diplomacy: broken skill, not opposed by anything. The sorcerer gets a very small advantage over the wizard here.

Gather Information: not opposed by anything. Again, the sorcerer gets a very small advantage here.

Disguise: solved by spells. Most of the time. Otherwise, the sorcerer gets a very small advantage here.

Intimidate: Here the sorcerer gets a real advantage as it's an opposed roll. I don't recall how Intimidate worked in 3.0 but in 3.5 it's actually pretty useful. The wizard can get nearly as good as the sorcerer in this skill, however.

and i remain amazed that after all this time the misconception still remains even tho you seem very knowledgable.

I'm amazed WotC doesn't use clearer language after an edition change :( Although I think I see what you mean - you're not really in greater danger of having your Concentration disrupted if you're a sorcerer using metamagic rather than a wizard.

sorcerer metamagic is a full round action, which means its just as "cannot sit there" risky under hardball Gms as drawing a scroll and reading it... ie in both cases thats all you do, you get a 5' move max, and it goes off right now, not like "1 round casting time spells" which cast on and dont go off until your next turn comes 'round.

IMO that's not what I would call "non-risky". As a wizard I don't use scrolls, so I never bother spending the move action to draw it. Besides, that kind of takes away the benefit of using Still Spell ;)

And I find being able to move 20 or 30 feet every round to be a huge advantage.

My current Eberron DM is rather new to the game. He knows how to make a good character, and his NPCs are dangerous, but he's still learning tactics. As a result, he soft-balls, though not deliberately. For instance, I've (probably unfairly) mocked him because my wizard has only really been threatened once (when we fought a nasty ghost mage). All the DM needs to do to wipe that overconfident smug expression off my face is to attack from two directions. That means there's either nothing preventing the enemy from getting to me, or maybe the cleric is standing nearby and that's all. In such a circumstance, the ability to move (and Tumble) is critical. And unlike a sorcerer, I could do all that and still cast metamagic spells.
 
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Dave Turner said:
Once he's out of first level spell slots, his ability to choose between three 1st-level spells is meaningless. The mid-level psion, on the other hand, can cast a dozen 1st-level spells if the situation demands it. Psions are the kings of spellcasting flexibility and shame the sorceror.

emphasis mine

Please correct me if I'm wrong, but every sorcerer I ever played if I still wanted to cast a first level spell when I was out of slots I just started blowing them out of higher level slots. (As far as I know, that's all legal). By the time I got to a higher level (about 12th or so, I'd guess) I would have first level slots galore left over. Now, if you're talking about those low levels when you really don't have any higher slots that's different. Although no character at low level can blast tons of first level spells.

If WOTC ever went the route some are suggesting and just made the Sorcerer a psionic character, I would never play one again. I have no desire whatsoever to go anywhere near psionics. And since I don't like playing characters that have to make their spell lists every day, I probably just wouldn't play magic users anymore at all.
 

orchid blossom said:
emphasis mine

Please correct me if I'm wrong, but every sorcerer I ever played if I still wanted to cast a first level spell when I was out of slots I just started blowing them out of higher level slots. (As far as I know, that's all legal). By the time I got to a higher level (about 12th or so, I'd guess) I would have first level slots galore left over. Now, if you're talking about those low levels when you really don't have any higher slots that's different. Although no character at low level can blast tons of first level spells.

If WOTC ever went the route some are suggesting and just made the Sorcerer a psionic character, I would never play one again. I have no desire whatsoever to go anywhere near psionics. And since I don't like playing characters that have to make their spell lists every day, I probably just wouldn't play magic users anymore at all.
I don't recall the option for sorcerors to substitute higher level spell slots for lower level spell slots in RAW, but I haven't looked at 3.5 recently. As other posts in this thread suggest, however, if you've had to house-rule how sorcerer handles magic, then there's something lacking in the RAW.

My suggestion to make sorcerers into psionic characters is a rules suggestion, not a flavor suggestion. Sorcerers would still be using "magic" and have a blood-based connection to the same magical energy that wizards use. Mechanically, however, they would use the psionic powers system. Change the names of the psionic powers to get rid of the psionic flavor. Hell, the names of psionic powers are really just the names of spells changed to be more psionic anyway.

To sum up: keep the flavor of sorcerers as wielders of magic, jettison the arcane magic system for the psionic one.
 

A few minor alterations would make the sorc a little more palatable:

1)d6 hp, sorcs are supposed to be robust, not scholarly
2)4 skill points per lvl: no spell books to read, why not? plus Int tends to be a dump stat.
3)Light armored spell casting: a bard can do this, but a sorc can't!? Gimme a break...
4)Bonus Feat every 5 lvls: Wizards get his, but sorc don't because...?
5)Bonus Spells Known based on Int: Because a sorc with a 16 Int should know more than one with an 8, dont you think?

There, that's better... :D
 



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