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Combining the sorcerer and wizard spell lists?
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<blockquote data-quote="Jester David" data-source="post: 6581612" data-attributes="member: 37579"><p>Arguably, the <em>free </em>PotA player's guide is closer to Basic than Standard, being much more readily available for all.</p><p></p><p></p><p>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.)</p><p>(I really should edit a response to the second question in.)</p><p></p><p></p><p>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.</p><p></p><p></p><p>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 <em>think</em> an option will be more useful than it is. </p><p>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. </p><p></p><p></p><p>I'm not entirely sure what you're asking for here...</p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p></p><p>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? </p><p>I'm sure somewhere there's a sorcerer whose whole character concept hinges on having <em>darkvision</em> and <em>knock</em> as their 2nd-level spells, but I can't think of many.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6581612, member: 37579"] Arguably, the [I]free [/I]PotA player's guide is closer to Basic than Standard, being much more readily available for all. 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.) (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. 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 [I]think[/I] an option will be more useful than it is. 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... 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. 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? I'm sure somewhere there's a sorcerer whose whole character concept hinges on having [I]darkvision[/I] and [I]knock[/I] as their 2nd-level spells, but I can't think of many. [/QUOTE]
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