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Are Sorcerers really that bad?
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<blockquote data-quote="Plane Sailing" data-source="post: 2669215" data-attributes="member: 114"><p>I've played RAW sorcerers in 3.0 and 3.5 - it was considerably easier in 3.0 before they broke up most of the multi-use spells!</p><p></p><p>I did expressly set out to create and play a sorcerer who didn't take the 'obvious best choices'. At 4th level she didn't have magic missile, mage armour, shield or scorching ray - instead she had endure elements (still useful in 3.0), burning hands (could be enlarged in 3.0), charm person and pyrotechnics (one of the few multi-use spells which survived the purges of 3.5). She was fire and charm themed, and I had no intention of taking other no-brainer spells such as invisibility, fly and haste <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>She was about 6th level when we converted to 3.5, which was a major PITA, but she reached 12th level before the campaign was paused. Metamagic? Used it all the time. Sorcerers can have much more fun with metamagic than any other core class in my experience.</p><p></p><p>The nicest house rule suggestion that I've seen for sorcerers is to give them a higher level spell slot at the level when a wizard gets the higher level spell. They don't get the spell known, but at 5th level the sorcerer gets '0' 3rd level spell slots (instead of '-' 3rd level spell slots). This allows the 5th/7th/9th sorcerer to get a slot which they can metamagic a spell into if they've got a high enough Charisma.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 2669215, member: 114"] I've played RAW sorcerers in 3.0 and 3.5 - it was considerably easier in 3.0 before they broke up most of the multi-use spells! I did expressly set out to create and play a sorcerer who didn't take the 'obvious best choices'. At 4th level she didn't have magic missile, mage armour, shield or scorching ray - instead she had endure elements (still useful in 3.0), burning hands (could be enlarged in 3.0), charm person and pyrotechnics (one of the few multi-use spells which survived the purges of 3.5). She was fire and charm themed, and I had no intention of taking other no-brainer spells such as invisibility, fly and haste :) She was about 6th level when we converted to 3.5, which was a major PITA, but she reached 12th level before the campaign was paused. Metamagic? Used it all the time. Sorcerers can have much more fun with metamagic than any other core class in my experience. The nicest house rule suggestion that I've seen for sorcerers is to give them a higher level spell slot at the level when a wizard gets the higher level spell. They don't get the spell known, but at 5th level the sorcerer gets '0' 3rd level spell slots (instead of '-' 3rd level spell slots). This allows the 5th/7th/9th sorcerer to get a slot which they can metamagic a spell into if they've got a high enough Charisma. Cheers [/QUOTE]
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