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Are Sorcerers really that bad?
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<blockquote data-quote="Arkhandus" data-source="post: 2656303" data-attributes="member: 13966"><p>Caliban's got it right.</p><p></p><p>The usefulness or balance of sorcerers versus wizards varies with the campaign's general tone. Wizards rock when they have the wealth and downtime to craft magic items and especially to scribe a bunch of scrolls so they can handle any situation. Sorcerers rock when the party has to slug their way through several combats in a day or one long combat against a tough foe, or when the party doesn't have the cash and downtime that a wizard would need to fully prepare himself and make use of his spare item creation feats.</p><p></p><p>Sorcerers are also superior when the whole party has to get around a problem or obstacle that's going to need multiple castings to bypass, whereas a wizard likely only has one or two copies prepared of Fly, Erase, Dispel Magic, Water Breathing, or what-have-you. But then, any smart wizard (and they really are more-or-less geniuses in Intelligence in most cases, even if the players aren't) will leave a few slots open for preparing spells that the situation demands. Or they'll carry several scrolls of extremely-situationally-dependent spells.</p><p></p><p>However, I think it is fairly obvious that Sorcerers are a bit shafted compared to Wizards, in a standard or high-magic campaign like the rules-as-written already support. Sorcerers have to base their casting on Charisma, which does almost nothing for them outside of spellcasting, even if they somehow were to obtain all Charisma-based skills as class skills. They have pitiful skill points and a poor selection of class skills. Sorcerers get no bonus feats and can't use metamagic quite as well as Wizards (though their spontaneous application of metamagic usually makes up for that). A Sorcerer could really use some extra skill points or some bonus feats to compensate. Not both, but one or the other would help offset their Charisma-dependency and horribly limited spell selection. There aren't as many spells these days with multiple functions, unlike "back in the day". Generally I'd prefer to give sorcerers 4 skill points per level, some extra class skills, and maybe a bonus feat at some point.</p><p></p><p>In my Rhunaria homebrew campaign at present, I have three kinds of sorcerers: common/natural/blood sorcerers, who have magic in their blood and get a few bonus feats over time, but limited to metamagic, skill focus, spell focus, spell penetration, and combat casting feats; talisman/fetish sorcerers, who have a magical connection to some sort of items such as coins, or feathers, or needles, or mugs, or whatever (it's a strange magic, aye), and have to expend one such item as a bonus material component for each spell, but they add +1 to their spell save DCs and they learn 1 extra spell at each even-numbered sorcerer level; and spirit sorcerers, whose magic works simply through an ability to talk with spirits and garner their aid, gaining a few varied benefits over time, such as the ability to see and communicate with certain spirits, Improved Familiar at 5th-level, a bonus feat of choice at 11th-level, and permanent See Invisibility at 17th-level.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2656303, member: 13966"] Caliban's got it right. The usefulness or balance of sorcerers versus wizards varies with the campaign's general tone. Wizards rock when they have the wealth and downtime to craft magic items and especially to scribe a bunch of scrolls so they can handle any situation. Sorcerers rock when the party has to slug their way through several combats in a day or one long combat against a tough foe, or when the party doesn't have the cash and downtime that a wizard would need to fully prepare himself and make use of his spare item creation feats. Sorcerers are also superior when the whole party has to get around a problem or obstacle that's going to need multiple castings to bypass, whereas a wizard likely only has one or two copies prepared of Fly, Erase, Dispel Magic, Water Breathing, or what-have-you. But then, any smart wizard (and they really are more-or-less geniuses in Intelligence in most cases, even if the players aren't) will leave a few slots open for preparing spells that the situation demands. Or they'll carry several scrolls of extremely-situationally-dependent spells. However, I think it is fairly obvious that Sorcerers are a bit shafted compared to Wizards, in a standard or high-magic campaign like the rules-as-written already support. Sorcerers have to base their casting on Charisma, which does almost nothing for them outside of spellcasting, even if they somehow were to obtain all Charisma-based skills as class skills. They have pitiful skill points and a poor selection of class skills. Sorcerers get no bonus feats and can't use metamagic quite as well as Wizards (though their spontaneous application of metamagic usually makes up for that). A Sorcerer could really use some extra skill points or some bonus feats to compensate. Not both, but one or the other would help offset their Charisma-dependency and horribly limited spell selection. There aren't as many spells these days with multiple functions, unlike "back in the day". Generally I'd prefer to give sorcerers 4 skill points per level, some extra class skills, and maybe a bonus feat at some point. In my Rhunaria homebrew campaign at present, I have three kinds of sorcerers: common/natural/blood sorcerers, who have magic in their blood and get a few bonus feats over time, but limited to metamagic, skill focus, spell focus, spell penetration, and combat casting feats; talisman/fetish sorcerers, who have a magical connection to some sort of items such as coins, or feathers, or needles, or mugs, or whatever (it's a strange magic, aye), and have to expend one such item as a bonus material component for each spell, but they add +1 to their spell save DCs and they learn 1 extra spell at each even-numbered sorcerer level; and spirit sorcerers, whose magic works simply through an ability to talk with spirits and garner their aid, gaining a few varied benefits over time, such as the ability to see and communicate with certain spirits, Improved Familiar at 5th-level, a bonus feat of choice at 11th-level, and permanent See Invisibility at 17th-level. [/QUOTE]
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