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Designer apathy and sunk costs, The reason the sorcerer is doomed to uncanny valley one-trick-ponieness.
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<blockquote data-quote="Chaosmancer" data-source="post: 6754016" data-attributes="member: 6801228"><p>I'm currently playing a Storm Sorcerer, from the Unearthed Arcana not Sword Coast as it wasn't out when I built the character. Now, I'm having a good time, but my DM has also uber-powered all of our PCs. We are technically 7th level, but we'd probably spike around 9th or so with all the extra boosts he's given us. I mention all this to give a basis for my opinions.</p><p></p><p>First, the spell lists above are not right. Maybe I'm missing a section of text that explains this, but sorcerer's get 15 spells maximum. The enchanter is sporting 23 in that list and the sneak has 32. Now possibly these are only lists of potential spells, not meant to be builds, but the lack of options is the most frustrating part of playing a sorcerer.</p><p></p><p>If you do not replace any spells over your career and just gain spells of your level when you first can you end up with 3 1st level spells, 2 spells of 2nd thru 5th each and 1 spell of 6th thru 9th each. Until 10th level you have only 2 metamagic, and honestly I can't imagine not taking quicken and twin, those being the most obviously useful. In fact, I can't imagine taking silent as one of my 4 metamagics, because unless the campaign was explicitly intrigue based it isn't going matter very much if the angry orc can tell if you are casting sleep or not, but being able to cast sleep and then firebolt the one left standing (quicken) will be useful.</p><p></p><p>One thing that kind of aggravates me though is when people say that because of metamagic and sorcerery points a sorcerer can "use his spells better" and that this stacks against the sheer overwhelming versatility of the other casters. By level 20 a sorcerer still has only fifteen spells, while the cleric and druid, and likely the wizard if the DM allowed them to scribe new spells into their spellbooks, have access to essentially their entire spell list and get to prepare 25 of those spells (class plus ability mod, and by level 20 ability mod is likely maxed). That is a very large gap in power, since options equal power in a very real way.</p><p></p><p>In addition, you just do not get enough sorcerery points to do a lot with. The conversion chart makes converting them nearly a waste of time unless you are desperately in need of a slot. Then, just some quick conversions, Quicken spell is worth an additional 1st level spell. Heighten is worth a 2nd level spell... actually there is a good point. If you take Heighten as one of your first metamagics it is the only metamagic you can use for the day, and takes away all "Additional spell slots" you could get. Take heighten to be an awesome debuffer and you get 1 shot until 6th level, where you can do it twice. Sure you can still cast the spell normally, but it just seems like a lot of noise and fanfare for not a lot of actual "umph". People talking about twinning haste, that costs 3 points as well, a second level slot equivalent for doubling a 3rd seems good, but at 5th level you only have 2 pts left, at 6th level you can only do that twice, and that is if you use no other metamagics at all. At what point is it worth it to invest almost all your special abilities into one fight, maybe two? Especially since I hear time and again that very few games get past level 10, which is right about where sorcerery points and metamagic actually start to make an impact. </p><p></p><p>I'm not trying to whine and whinge that the sorcerer isn't the best, but there are quite a few points where they could use some serious improvements if all you have is the player's handbook. Because you get very few spells (which, again, you get the same spells known as the ranger, and only 2 more than eldritch knights and arcane tricksters which are labeled 1/3 casters) and very few options to make those spells "the best they can be". </p><p></p><p>You get to be good at 1 thing. Maybe decent at a second, but only good at 1 thing.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 6754016, member: 6801228"] I'm currently playing a Storm Sorcerer, from the Unearthed Arcana not Sword Coast as it wasn't out when I built the character. Now, I'm having a good time, but my DM has also uber-powered all of our PCs. We are technically 7th level, but we'd probably spike around 9th or so with all the extra boosts he's given us. I mention all this to give a basis for my opinions. First, the spell lists above are not right. Maybe I'm missing a section of text that explains this, but sorcerer's get 15 spells maximum. The enchanter is sporting 23 in that list and the sneak has 32. Now possibly these are only lists of potential spells, not meant to be builds, but the lack of options is the most frustrating part of playing a sorcerer. If you do not replace any spells over your career and just gain spells of your level when you first can you end up with 3 1st level spells, 2 spells of 2nd thru 5th each and 1 spell of 6th thru 9th each. Until 10th level you have only 2 metamagic, and honestly I can't imagine not taking quicken and twin, those being the most obviously useful. In fact, I can't imagine taking silent as one of my 4 metamagics, because unless the campaign was explicitly intrigue based it isn't going matter very much if the angry orc can tell if you are casting sleep or not, but being able to cast sleep and then firebolt the one left standing (quicken) will be useful. One thing that kind of aggravates me though is when people say that because of metamagic and sorcerery points a sorcerer can "use his spells better" and that this stacks against the sheer overwhelming versatility of the other casters. By level 20 a sorcerer still has only fifteen spells, while the cleric and druid, and likely the wizard if the DM allowed them to scribe new spells into their spellbooks, have access to essentially their entire spell list and get to prepare 25 of those spells (class plus ability mod, and by level 20 ability mod is likely maxed). That is a very large gap in power, since options equal power in a very real way. In addition, you just do not get enough sorcerery points to do a lot with. The conversion chart makes converting them nearly a waste of time unless you are desperately in need of a slot. Then, just some quick conversions, Quicken spell is worth an additional 1st level spell. Heighten is worth a 2nd level spell... actually there is a good point. If you take Heighten as one of your first metamagics it is the only metamagic you can use for the day, and takes away all "Additional spell slots" you could get. Take heighten to be an awesome debuffer and you get 1 shot until 6th level, where you can do it twice. Sure you can still cast the spell normally, but it just seems like a lot of noise and fanfare for not a lot of actual "umph". People talking about twinning haste, that costs 3 points as well, a second level slot equivalent for doubling a 3rd seems good, but at 5th level you only have 2 pts left, at 6th level you can only do that twice, and that is if you use no other metamagics at all. At what point is it worth it to invest almost all your special abilities into one fight, maybe two? Especially since I hear time and again that very few games get past level 10, which is right about where sorcerery points and metamagic actually start to make an impact. I'm not trying to whine and whinge that the sorcerer isn't the best, but there are quite a few points where they could use some serious improvements if all you have is the player's handbook. Because you get very few spells (which, again, you get the same spells known as the ranger, and only 2 more than eldritch knights and arcane tricksters which are labeled 1/3 casters) and very few options to make those spells "the best they can be". You get to be good at 1 thing. Maybe decent at a second, but only good at 1 thing. [/QUOTE]
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Designer apathy and sunk costs, The reason the sorcerer is doomed to uncanny valley one-trick-ponieness.
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