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Boosting Sorcerers, Focus: Fun (+thread)
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<blockquote data-quote="Li Shenron" data-source="post: 8140014" data-attributes="member: 1465"><p>(Emphasis mine)</p><p></p><p>I think this highlights that a problem with the Sorcerer is that people try to play it as a Wizard. "Covering all the major power basis" is really the flexibility expected from a Wizard. The Sorcerer does not have the capabilities to cover that, and if someone tries to follow this approach for choosing known spells, it fails miserably when compared to an actual Wizard.</p><p></p><p>The fact that the Sorcerer has a large class spells list, only slightly smaller than Wizard, is deceiving. In theory it should be a good thing, it gives more freedom for everyone to decide what spells to choose, but if it leads most players to pick traditional Wizards spells and quickly run out of known spells to give their Sorcerer a unique purpose and identity, then it's a trap.</p><p></p><p>Maybe the mistake from the designers' part was to actually include stuff like Fireball or Counterspell on the Sorcerer's spells list, it's too good not to pass. Perhaps these "big winner" spells should be given as special abilities of individual subclasses rather than being on the class spells list.</p><p></p><p></p><p></p><p>The first idea is definitely good. We know that the Sorcerer class was a rushed design because they didn't playtest it publicly, it went straight into the PHB (not counting the early Sorcerer class which was different), they didn't have time to think about a more unique Sorcerer spell list so they mostly used the Wizard list as in previous editions.</p><p></p><p>I wouldn't want to necessarily single-handedly tailor the spell list to each subclass, but if spells had <strong>tags</strong> (like LevelUp is considering to add to the game) then it would be easy to just say "ignore the Sorcerer spell list, pick known spells freely from the PHB as long as they match the tag(s) granted by your subclass".</p><p></p><p>Idea 2 also has merits. Generally speaking for me it's important that every PC has a certain degree of uniqueness/individuality, so I like whenever a class levels offers a <em>choice</em>. But exactly which metamagic a Sorcerer can use is not that much characterizing its uniqueness, at least not nearly as much as which spells she knows, so it can be handwaved in order to give more uniqueness to the class as a whole over the Wizard by having it use metamagic more often.</p><p></p><p>Not sure really if I would go as far as Idea 3 with spell points refresh on a short rest. Eventually, if we accept that the Sorcerer shouldn't really be played as a Wizard but instead focused on a theme, we might want some compensation, but I am not convinced by such a big change. It's also very dependent on adventure pacing, which makes it difficult to apply generally (but this is true for any class that has big short-rest abilities).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8140014, member: 1465"] (Emphasis mine) I think this highlights that a problem with the Sorcerer is that people try to play it as a Wizard. "Covering all the major power basis" is really the flexibility expected from a Wizard. The Sorcerer does not have the capabilities to cover that, and if someone tries to follow this approach for choosing known spells, it fails miserably when compared to an actual Wizard. The fact that the Sorcerer has a large class spells list, only slightly smaller than Wizard, is deceiving. In theory it should be a good thing, it gives more freedom for everyone to decide what spells to choose, but if it leads most players to pick traditional Wizards spells and quickly run out of known spells to give their Sorcerer a unique purpose and identity, then it's a trap. Maybe the mistake from the designers' part was to actually include stuff like Fireball or Counterspell on the Sorcerer's spells list, it's too good not to pass. Perhaps these "big winner" spells should be given as special abilities of individual subclasses rather than being on the class spells list. The first idea is definitely good. We know that the Sorcerer class was a rushed design because they didn't playtest it publicly, it went straight into the PHB (not counting the early Sorcerer class which was different), they didn't have time to think about a more unique Sorcerer spell list so they mostly used the Wizard list as in previous editions. I wouldn't want to necessarily single-handedly tailor the spell list to each subclass, but if spells had [B]tags[/B] (like LevelUp is considering to add to the game) then it would be easy to just say "ignore the Sorcerer spell list, pick known spells freely from the PHB as long as they match the tag(s) granted by your subclass". Idea 2 also has merits. Generally speaking for me it's important that every PC has a certain degree of uniqueness/individuality, so I like whenever a class levels offers a [I]choice[/I]. But exactly which metamagic a Sorcerer can use is not that much characterizing its uniqueness, at least not nearly as much as which spells she knows, so it can be handwaved in order to give more uniqueness to the class as a whole over the Wizard by having it use metamagic more often. Not sure really if I would go as far as Idea 3 with spell points refresh on a short rest. Eventually, if we accept that the Sorcerer shouldn't really be played as a Wizard but instead focused on a theme, we might want some compensation, but I am not convinced by such a big change. It's also very dependent on adventure pacing, which makes it difficult to apply generally (but this is true for any class that has big short-rest abilities). [/QUOTE]
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