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Are Sorcerers really that bad?
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<blockquote data-quote="Merlion" data-source="post: 2657642" data-attributes="member: 10397"><p>Sorcerers are, overall, a little behind the other primary spellcasters. They gain the seeming flexibility of spontaneous casting, but this is made up for or more than made up for by their loss of pretty much the whole rest of their versatility mainly due to their overly-limited spells known. </p><p></p><p>Now yea, in a low-wealth campaign with an above average number of encounters per day, the Sorcerer will do better. But in a baseline game, the only real advantage of a Sorcerer over a Wizard is that they have a lot more spell slots...which in general is mitagated by the fact that they dont get any more actions per round than anyone else...and the ability to have spontaneous access to all the spells they know...which is largely mitagated by the fact that they know hardly any spells, especially of their highest levels. Another big drawback is lag. It takes 3 or 4 or more levels for a Sorcerer to have access to say 3 spells of a given level, whereas a Wizard has a minimum of 4 spells of a given level, the level after he gains access to them.</p><p></p><p></p><p>Basically, they wanted to include a non-preparation caster and so they decided to throw in a non-preparing Wizard. Which is what the Sorcerer is, basically...a Wizard variant. However, a class with no class features but spells, needs to really have some spells, which Sorcerers sadly dont. They arent hideously underpowered, but mechanically, in a baseline game there is little reason to pick Sor over Wiz.</p><p></p><p></p><p>Also flavour wise I feel they are a bit redundant. Basically one is just the Learned Mage, the other is the Born Mage. Identical spell lists. And basically no other class abilities. </p><p> If I were to use the Sorcerer it would be some sort of bloodline variant thing with a tailored spell list and some themed abilities to make it both thematically distinct and mechanically on par with the Wizard.</p><p></p><p></p><p></p><p>And as far as metamagic...well yea Sorcerers can use metamagic spontaneously, but they pay for it.</p><p> More importantly, standard D&D metmagic largely sucks for everyone, because you have to pay to many times for it. The only really worthwhile core metamagic feats are Empower and Quicken. Empower is nice for Sorcerers (but only really for the stereotypical machine gun damage sorcerer), and they arent allowed to use Quicken.</p><p></p><p>Of course a lot of people like Sorcerers with Silent Spell to counter Silence...but how often do you really encounter that?</p><p></p><p></p><p>Overall both the Sorcerer class and metamagic feats were good ideas that didnt get executed all that well.</p></blockquote><p></p>
[QUOTE="Merlion, post: 2657642, member: 10397"] Sorcerers are, overall, a little behind the other primary spellcasters. They gain the seeming flexibility of spontaneous casting, but this is made up for or more than made up for by their loss of pretty much the whole rest of their versatility mainly due to their overly-limited spells known. Now yea, in a low-wealth campaign with an above average number of encounters per day, the Sorcerer will do better. But in a baseline game, the only real advantage of a Sorcerer over a Wizard is that they have a lot more spell slots...which in general is mitagated by the fact that they dont get any more actions per round than anyone else...and the ability to have spontaneous access to all the spells they know...which is largely mitagated by the fact that they know hardly any spells, especially of their highest levels. Another big drawback is lag. It takes 3 or 4 or more levels for a Sorcerer to have access to say 3 spells of a given level, whereas a Wizard has a minimum of 4 spells of a given level, the level after he gains access to them. Basically, they wanted to include a non-preparation caster and so they decided to throw in a non-preparing Wizard. Which is what the Sorcerer is, basically...a Wizard variant. However, a class with no class features but spells, needs to really have some spells, which Sorcerers sadly dont. They arent hideously underpowered, but mechanically, in a baseline game there is little reason to pick Sor over Wiz. Also flavour wise I feel they are a bit redundant. Basically one is just the Learned Mage, the other is the Born Mage. Identical spell lists. And basically no other class abilities. If I were to use the Sorcerer it would be some sort of bloodline variant thing with a tailored spell list and some themed abilities to make it both thematically distinct and mechanically on par with the Wizard. And as far as metamagic...well yea Sorcerers can use metamagic spontaneously, but they pay for it. More importantly, standard D&D metmagic largely sucks for everyone, because you have to pay to many times for it. The only really worthwhile core metamagic feats are Empower and Quicken. Empower is nice for Sorcerers (but only really for the stereotypical machine gun damage sorcerer), and they arent allowed to use Quicken. Of course a lot of people like Sorcerers with Silent Spell to counter Silence...but how often do you really encounter that? Overall both the Sorcerer class and metamagic feats were good ideas that didnt get executed all that well. [/QUOTE]
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