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Class Imbalance?
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<blockquote data-quote="Pax" data-source="post: 1347212" data-attributes="member: 6875"><p>Well, again, I thint he soreror needs just a few, small things to improve it's balance.</p><p></p><p> Cheif among these would be a seperate, unique spell list. That'd be the biggest change, but I would like sorcerors to be somethign <strong>other</strong> than, in essence, "wizards with built-in spellbooks".</p><p></p><p> Next up, reassessing what is or isn't a class skill. I think one or two wopuld be a good idea to add; Use Magic Device is a <em>wonderfully</em> appropriate way to go about that, IMO.</p><p></p><p> Third, I'd allow sorcerors to Specialise -- representing an innate bent or trend in their inborn ability to wield magic. Same costs as a Wizard, but, let them <strong>know</strong> one additional spell -- within their specialty school - per spell level they have access to. This could even come int he form of a specified <strong>list</strong> - "Necromancer-Sorcerors get X spells added to their spells known list" - rather than "choose whichever you like".</p><p></p><p> Fourth, bonus feats, at the same rate as Wizards - metamagic or Bloodline (a la Dragon #311) only; the first level feat should IMO be Eschew Materials; alternately, you could <strong>require</strong> the player to select a bloodline feat <strong>or</strong> eschew materials, as their first-level bonus feat.</p><p></p><p> Fifth, I honestly think the sorceror should have a d6 hit die.</p><p></p><p> Note, that none of this is meant to truly increase the power of the sorceror dramatically; a little nudge here, a little tweak there, <em>and a lot of flavor-differentiation to enhance how different a Sorceror is from a Wizard!</em> <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></blockquote><p></p>
[QUOTE="Pax, post: 1347212, member: 6875"] Well, again, I thint he soreror needs just a few, small things to improve it's balance. Cheif among these would be a seperate, unique spell list. That'd be the biggest change, but I would like sorcerors to be somethign [b]other[/b] than, in essence, "wizards with built-in spellbooks". Next up, reassessing what is or isn't a class skill. I think one or two wopuld be a good idea to add; Use Magic Device is a [i]wonderfully[/i] appropriate way to go about that, IMO. Third, I'd allow sorcerors to Specialise -- representing an innate bent or trend in their inborn ability to wield magic. Same costs as a Wizard, but, let them [b]know[/b] one additional spell -- within their specialty school - per spell level they have access to. This could even come int he form of a specified [b]list[/b] - "Necromancer-Sorcerors get X spells added to their spells known list" - rather than "choose whichever you like". Fourth, bonus feats, at the same rate as Wizards - metamagic or Bloodline (a la Dragon #311) only; the first level feat should IMO be Eschew Materials; alternately, you could [b]require[/b] the player to select a bloodline feat [b]or[/b] eschew materials, as their first-level bonus feat. Fifth, I honestly think the sorceror should have a d6 hit die. Note, that none of this is meant to truly increase the power of the sorceror dramatically; a little nudge here, a little tweak there, [i]and a lot of flavor-differentiation to enhance how different a Sorceror is from a Wizard![/i] :) [/QUOTE]
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