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General Tabletop Discussion
*Pathfinder & Starfinder
Class Imbalance?
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<blockquote data-quote="JoeBlank" data-source="post: 1340300" data-attributes="member: 1806"><p>After having played a sorcerer for a while, I can safely say that in my opinion the class is not nearly as underpowered as many have suggested. It may be slightly underpowered, or lacking a little bit in flavor, but almost all of the suggested changes I have seen go much too far. </p><p> </p><p>If I were going to house rule the class, I would do <strong>one </strong>of the following (or if I wanted to get creative, and give the class more flexibility, I would allow individual sorcerers to pick one of these changes:</p><p> </p><p>- d6 hit dice</p><p> </p><p>- 4 skill points (rangers and bards got more skill points in 3.5, it couldn't hurt to give the sorcerer a couple more)</p><p> </p><p>- A few more class skills (perhaps allow these to vary, so each sorcerer picks maybe 2 skills to be class skills)</p><p> </p><p>- bonus feats at 5th, 10th and 15th, like the Wizard (this might be the best option, as it allows sorcerers to make full use of metamagic, further distinguishing them from wizards)</p><p> </p><p>- An option to swap the familiar for Eschew Materials (this might be okay in addition to one of the other options)</p><p> </p><p>I think with one of these small changes the sorcerer would be balanced and a little more fun to play.</p><p> </p><p>That said, I had a great time playing a sorcerer, and would do so again without any changes to the class.</p></blockquote><p></p>
[QUOTE="JoeBlank, post: 1340300, member: 1806"] After having played a sorcerer for a while, I can safely say that in my opinion the class is not nearly as underpowered as many have suggested. It may be slightly underpowered, or lacking a little bit in flavor, but almost all of the suggested changes I have seen go much too far. If I were going to house rule the class, I would do [b]one [/b]of the following (or if I wanted to get creative, and give the class more flexibility, I would allow individual sorcerers to pick one of these changes: - d6 hit dice - 4 skill points (rangers and bards got more skill points in 3.5, it couldn't hurt to give the sorcerer a couple more) - A few more class skills (perhaps allow these to vary, so each sorcerer picks maybe 2 skills to be class skills) - bonus feats at 5th, 10th and 15th, like the Wizard (this might be the best option, as it allows sorcerers to make full use of metamagic, further distinguishing them from wizards) - An option to swap the familiar for Eschew Materials (this might be okay in addition to one of the other options) I think with one of these small changes the sorcerer would be balanced and a little more fun to play. That said, I had a great time playing a sorcerer, and would do so again without any changes to the class. [/QUOTE]
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