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Class Imbalance?
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<blockquote data-quote="Humanophile" data-source="post: 1350852" data-attributes="member: 1049"><p>Since this thread is drifting into house rules, I'm curious how my take on the sorcerer will come over. I'm in full agreement that the class is somewhat bland, but powerwise very on the money. (Matter of fact, in 2ed, wizards were played almost exactly like sorcerers are now, which says some things about interest in the play style.)</p><p></p><p>I give them Intimidate and Use Magic Device as class skills, and I'm thinking about adding Knowledge: the planes too. This expands their Charisma-base, while keeping them from stepping on the bard's toes (which giving them many Charisma skills does, and giving them 4 sp/lvl <em>definately</em> does), and focuses on their fey/alien nature. They're good at dealing with you in the moment, but long-term social planning is not especially the sorcerer's forte.</p><p></p><p>I give them a special ability, Nimbus, which basically lets them cast <em>Faerie Fire</em> on themselves at will, but they describe what the nimbus looks like, and they get +2 on Intimidate checks while it's active. Gives them both a little more flavor, plus gets sorcerer players in the mindset of forcing spell effects to follow a theme. (Such as a fire sorcerer taking Fly, and having it give him flaming wings, leaving a trail of flame behind him, etc.)</p><p></p><p>At 13th level, they're raised to knowing 5 third level spells per day, and and at 17th level they know 4 sixth level spells per day. This makes it slightly less irksome that they lose spell growth just when some of the niftiest spells come into play (and admit it, third level is a gem), and makes the spells known breakup more even. Instead of being a 9-55-444-3333 spread at 20'th level, they break down into a more even 555-444-333.</p><p></p><p>I've been considering letting them swap out the familiar to upgrade their hit dice to a d6, think this is about right balancewise but don't know how it'd feel as flavor. And I like forcing spell effects to come with the spells, as mentioned above, but this tends to come with more story/narrative oriented groups. Of course, this is nicely balanced by the fact that more combat/tactical oriented groups are happy enough with the sorcerer's machine-gun ability. Puzzle oriented groups would probably prefer a wizard, but then such games tend to reward toolbox characters anyhow.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 1350852, member: 1049"] Since this thread is drifting into house rules, I'm curious how my take on the sorcerer will come over. I'm in full agreement that the class is somewhat bland, but powerwise very on the money. (Matter of fact, in 2ed, wizards were played almost exactly like sorcerers are now, which says some things about interest in the play style.) I give them Intimidate and Use Magic Device as class skills, and I'm thinking about adding Knowledge: the planes too. This expands their Charisma-base, while keeping them from stepping on the bard's toes (which giving them many Charisma skills does, and giving them 4 sp/lvl [i]definately[/i] does), and focuses on their fey/alien nature. They're good at dealing with you in the moment, but long-term social planning is not especially the sorcerer's forte. I give them a special ability, Nimbus, which basically lets them cast [i]Faerie Fire[/i] on themselves at will, but they describe what the nimbus looks like, and they get +2 on Intimidate checks while it's active. Gives them both a little more flavor, plus gets sorcerer players in the mindset of forcing spell effects to follow a theme. (Such as a fire sorcerer taking Fly, and having it give him flaming wings, leaving a trail of flame behind him, etc.) At 13th level, they're raised to knowing 5 third level spells per day, and and at 17th level they know 4 sixth level spells per day. This makes it slightly less irksome that they lose spell growth just when some of the niftiest spells come into play (and admit it, third level is a gem), and makes the spells known breakup more even. Instead of being a 9-55-444-3333 spread at 20'th level, they break down into a more even 555-444-333. I've been considering letting them swap out the familiar to upgrade their hit dice to a d6, think this is about right balancewise but don't know how it'd feel as flavor. And I like forcing spell effects to come with the spells, as mentioned above, but this tends to come with more story/narrative oriented groups. Of course, this is nicely balanced by the fact that more combat/tactical oriented groups are happy enough with the sorcerer's machine-gun ability. Puzzle oriented groups would probably prefer a wizard, but then such games tend to reward toolbox characters anyhow. [/QUOTE]
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