Jester David
Hero
Arguably, the free PotA player's guide is closer to Basic than Standard, being much more readily available for all.Basic is Basic, Standard is Standard, and in Standard the sorcerer is not considered optional. And more so, the PotA spells will eventually phase out.
The OP asked "why?" as much as "what harm?". I answered the former, and in my second post presented why it wasn't entirely arbitrary. (I didn't really address the latter, true. But, then again, neither did you, opting instead to debate.)But that is an exclusionary vision, and it won't always work. And this is a thread about the effects of just using all wizard spells for the sorcerer -ask the DM won't work if the DM is the one asking.
(I really should edit a response to the second question in.)
They did an entire survey just on what spells were most popular. And the go-to signature spells of D&D are pretty well known.And how do you know how common or uncommon it is? And how the designers would know it? the sorcerer wasn't on the open playtest and except for the last survey they have asked exactly zero feedback on the sorcerer.
Traps also imply non-fun. Not everyone optimizes, but making an unintentional inoptimal character is not fun. Picking a poor option or making a mistake is not fun. Which is easier when you're a new player, but is also possible when you think an option will be more useful than it is.But traps imply optimization, not everybody optimizes, it is possible to have fun with suboptimal things, and on top optimization can have different goals. What is a trap for a player, is fun for another one. And this "most sorcerers" cannot be proved (or disproved)
Anyone who has played spellcasters long enough knows the joy of having the completely wrong spells for a situation. It's bad enough when you're the wizard and can just re-memorize the next day, but is more annoying when you need to wait until you gain a level to pick new spells.
I'm not entirely sure what you're asking for here...Ok, show me how to make a 100% utility caster that is useful and not make your party regret they didn't bring a wizard, a charming high level illusionist, an effective gish, an eldritch artisan, a friend to all living things sorcerer, a sorcerous thief, a caster killer sorcerer and a hunter sorcerer. All effective at all levels. And that is without entering into longer term effects or reality shaping.
Relearning is valuable (and is arguably more valuable by dropping lower level spells to learn higher level ones), but that's more of an advanced feature. And it still has to be balanced with choice. Too many choices cause problems when levelling. The cleric is the class with choices each day, wizard is the class with lots of choices each level, the fighter is the class with almost none, and the sorcerer is now in the middle. It's the class for people who want to play a spellcaster but don't want the full wizard experience.Or you could relearn a lower level spell, having two good spells for the concept, but lacking the third only makes you inferior to the wizard who can casually dabble in your niche and outdo you. This is the thing, sorcerers are niche grabbing casters, but lacking access to niche-filling spells reduces the number of niches you can occupy effectively.
That's the catch of the sorcerer. They can fill a single niche at a time, and have just enough tools for each niche. And a skilled player can retrain and swap some extra utility in.
There's already a lot of lame questionable spells on the sorcerer's spell list that are unlikely to be learned, even as retrained options. You're really suggesting we need more for symmetry?Or you can relearn a lower level spell and have two spells to chose in that slot, really, being able to relearn spells each level is a boon, at certain point lower level slots are more useful for metamagic than for spells, and if a low level spell is very good, you may want to cast it in a higher level slot anyway. And isn't mage armor one of these spells you only cast once a day?
I'm sure somewhere there's a sorcerer whose whole character concept hinges on having darkvision and knock as their 2nd-level spells, but I can't think of many.