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Boosting Sorcerers, Focus: Fun (+thread)
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<blockquote data-quote="Li Shenron" data-source="post: 8139110" data-attributes="member: 1465"><p>I do agree with the premise.</p><p></p><p>I do not dislike the Sorcerer class. I don't even think it's technically underpowered, if I look at the numbers and compare for example a Sorcerer and a Wizard on<em> a given day</em> I don't see an advantage to the latter. That's why I am not so sure about boosting the Sorcerer's numbers for example refreshing spell points more often. </p><p></p><p>But I can't shrug off the background feeling that the Sorcerer is too constrained <em>on the longer term</em>, because of the very short known spells list. Thematically it's ok, that the Sorcerer has only a few innate powers, while the Wizard can expand her knowledge. Still, the feeling remains that a Wizard with enough spells can more or less "copy" a Sorcerer known list after a long rest and make the party Sorcerer feel like she's not so unique for the group. </p><p></p><p>But then, more spells known to the Sorcerer might only encourage the player to take spells outside the specific character <em>theme</em>, and become too general (as in, pick a divination here, a flight spell there, a teleport, a summon... then you tend too much towards swiss army knife spellcaster).</p><p></p><p>So I don't see much how rules could help without taking away the sorcerer uniqueness or something else. I vaguely think that a Sorcerer might better be based on a narrow theme such as "fire", "summoning fiends", "shadows", "divination" but then not be bound to specific spells like all other casters. The idea would be, "you have the magic of "fire" in you, effects limited by level of course, but you can shape it the way you want. The old 3ed "Elementalism" book by Mongoose could be of inspiration, but this would certainly be a MAJOR overhaul so it's way too much to call it a house rule. Perhaps LevelUp is onto something...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8139110, member: 1465"] I do agree with the premise. I do not dislike the Sorcerer class. I don't even think it's technically underpowered, if I look at the numbers and compare for example a Sorcerer and a Wizard on[I] a given day[/I] I don't see an advantage to the latter. That's why I am not so sure about boosting the Sorcerer's numbers for example refreshing spell points more often. But I can't shrug off the background feeling that the Sorcerer is too constrained [I]on the longer term[/I], because of the very short known spells list. Thematically it's ok, that the Sorcerer has only a few innate powers, while the Wizard can expand her knowledge. Still, the feeling remains that a Wizard with enough spells can more or less "copy" a Sorcerer known list after a long rest and make the party Sorcerer feel like she's not so unique for the group. But then, more spells known to the Sorcerer might only encourage the player to take spells outside the specific character [I]theme[/I], and become too general (as in, pick a divination here, a flight spell there, a teleport, a summon... then you tend too much towards swiss army knife spellcaster). So I don't see much how rules could help without taking away the sorcerer uniqueness or something else. I vaguely think that a Sorcerer might better be based on a narrow theme such as "fire", "summoning fiends", "shadows", "divination" but then not be bound to specific spells like all other casters. The idea would be, "you have the magic of "fire" in you, effects limited by level of course, but you can shape it the way you want. The old 3ed "Elementalism" book by Mongoose could be of inspiration, but this would certainly be a MAJOR overhaul so it's way too much to call it a house rule. Perhaps LevelUp is onto something... [/QUOTE]
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