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<blockquote data-quote="Jeffery Clark" data-source="post: 7672885" data-attributes="member: 6789283"><p>Amen. People forget that this isn't a spammable thing. Sorcerers give up getting their "extra" spell slots to use metamagic. Sorcerers don't get sorcery points back on a short rest, only long. Wizards and Warlocks get to reclaim spell slots on a short rest. Using metamagic vs creating extra spell slots is a trade-off. Now it is very unbalanced. The usefulness of sorcery points took a huge hit, especially at early levels. The key thing is that people forget that we can really only do this stuff reliably once or twice per long rest. LONG REST. Not short rest like wizards/warlocks and just about every other class's abilities. Wizards get ritual casting so they don't burn spell slots outside of combat, get spell recovery on a short rest, and each of the tradition schools gives them some pretty good abilities at 2nd and 6th level. Look @ Fighters' extra attack at level 5, or Rogue's sneak attack at that same level - 3d6 extra damage PER TURN. Sorcs were supposed to be flexible casters who could occasionally open up and save their party from a sticky situation. Now, they're Wizard wannabes.</p><p></p><p>Anyway, my AL games will follow the new errata as written per league rules, and my homebrew games will not.</p></blockquote><p></p>
[QUOTE="Jeffery Clark, post: 7672885, member: 6789283"] Amen. People forget that this isn't a spammable thing. Sorcerers give up getting their "extra" spell slots to use metamagic. Sorcerers don't get sorcery points back on a short rest, only long. Wizards and Warlocks get to reclaim spell slots on a short rest. Using metamagic vs creating extra spell slots is a trade-off. Now it is very unbalanced. The usefulness of sorcery points took a huge hit, especially at early levels. The key thing is that people forget that we can really only do this stuff reliably once or twice per long rest. LONG REST. Not short rest like wizards/warlocks and just about every other class's abilities. Wizards get ritual casting so they don't burn spell slots outside of combat, get spell recovery on a short rest, and each of the tradition schools gives them some pretty good abilities at 2nd and 6th level. Look @ Fighters' extra attack at level 5, or Rogue's sneak attack at that same level - 3d6 extra damage PER TURN. Sorcs were supposed to be flexible casters who could occasionally open up and save their party from a sticky situation. Now, they're Wizard wannabes. Anyway, my AL games will follow the new errata as written per league rules, and my homebrew games will not. [/QUOTE]
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