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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="kbrakke" data-source="post: 6754108" data-attributes="member: 6781797"><p>It seems like people keep making really weird straw mans in this thread. No one ever said that list of spells was a complete level 20 sorcerer, these were clearly presented as the options that a non-blaster sorcerer could take if you wanted to play that. At no point did Minigiant say that at level 5 you would have 4 metamagics, he said that based on what type of game you are playing you can get great utility by choosing the right metamagics.</p><p></p><p>But honestly, a present for you (MoonSong(Kaiilurker)), free of charge. A 100% AL legal sneaky sorcerer</p><p><img src="http://i.imgur.com/dfEVJuX.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>I want to make one thing perfectly clear, his thin sheen of shimmering scales doesn't cover is face, or his hands, in fact the soles of his feet manifest the scales. This allows him to forego shoes when he needs to climb stealthily in to a place. I assume dragonscale shimmer is as grippy as rock climbing shoes.</p><p>If you want the owl familiar more, let me know and we can do variant human at level 1. Which I might add, also gets you unseen servant, and then lets you copy spells from those wretched wizards.</p><p>Also to get thieves' tools you have to do some starting equipment fanegling. It works, but you are priced in to a staff as your arcane focus. If you have any DM xp+money to start it's way easier. </p><p></p><p>And I am being 100% serious right now, what concept do you have for your sorcerer? I will make it free of charge, it will be effective and AL legal. It won't be the most effective in all pillars mind you. I know this struggle with my Wizard/Arcane Trickster in AL. But if you want to excel at one thing, we can do it. If you want to be acceptable at many things we can do that. If you want to be able to change your strengths when you level up (Not each day, we're not a wizard) we can do that. Part of the joy for me in the sorcerer is that I get to really dig in to making to most of each and every spell known. And then in play I get to make sure I use every last sorcery point. If I didn't use them all in an adventuring day I made a mistake. Playing a sorcerer is actually a lot like playing Constructed Magic. You spend hours agonizing over every last small decision because you know that you are necessarily giving up % points in some areas to gain them in others. Then on top of that when you actually have to sit down and play your goal is to use all your resources optimally to give your self the best chance at succeeding.</p><p></p><p>If you in your sorcerer play find yourself not worrying about spell slots or sorcery points or how to apply your square spells to round problems (and you want to worry about those things) then I would ask your dm to give you some solid adventuring days. Not every day, again that would be insane (How do you do 6-8 encounters on a random road trip). In my party our most memorable encounters (Interestingly both prisoner rescues) involved both me and the other sorcerer spending everything. And not just spending it all, but our wild magic sorcerer spent everything, got a wild surge to get him back his sorcery points which then allowed him to save the day by making his actual last possible spell slot.</p><p></p><p>What's the TL;DR? Give me your sorcerer concepts, I'll try and give you something fun and playable</p><p></p><p>P.S. Minigiant, both invisibility and fly get more targets when cast in a higher level slot, not really breaking new ground with the twin spell (Unless slot is your major concern, which is not unreasonable(Also important to remember that the twinned spell can only have one target and it can't be self, so fireball burning hands etc. don't work.)). To boost your point though I can say from having seen it in action that twin haste is still broken, and twin immolation is hilarious against small numbers of high CR monsters. I'm excited for twin greater invisibility soon on our Rogue and Paladin.</p></blockquote><p></p>
[QUOTE="kbrakke, post: 6754108, member: 6781797"] It seems like people keep making really weird straw mans in this thread. No one ever said that list of spells was a complete level 20 sorcerer, these were clearly presented as the options that a non-blaster sorcerer could take if you wanted to play that. At no point did Minigiant say that at level 5 you would have 4 metamagics, he said that based on what type of game you are playing you can get great utility by choosing the right metamagics. But honestly, a present for you (MoonSong(Kaiilurker)), free of charge. A 100% AL legal sneaky sorcerer [img]http://i.imgur.com/dfEVJuX.png[/img] I want to make one thing perfectly clear, his thin sheen of shimmering scales doesn't cover is face, or his hands, in fact the soles of his feet manifest the scales. This allows him to forego shoes when he needs to climb stealthily in to a place. I assume dragonscale shimmer is as grippy as rock climbing shoes. If you want the owl familiar more, let me know and we can do variant human at level 1. Which I might add, also gets you unseen servant, and then lets you copy spells from those wretched wizards. Also to get thieves' tools you have to do some starting equipment fanegling. It works, but you are priced in to a staff as your arcane focus. If you have any DM xp+money to start it's way easier. And I am being 100% serious right now, what concept do you have for your sorcerer? I will make it free of charge, it will be effective and AL legal. It won't be the most effective in all pillars mind you. I know this struggle with my Wizard/Arcane Trickster in AL. But if you want to excel at one thing, we can do it. If you want to be acceptable at many things we can do that. If you want to be able to change your strengths when you level up (Not each day, we're not a wizard) we can do that. Part of the joy for me in the sorcerer is that I get to really dig in to making to most of each and every spell known. And then in play I get to make sure I use every last sorcery point. If I didn't use them all in an adventuring day I made a mistake. Playing a sorcerer is actually a lot like playing Constructed Magic. You spend hours agonizing over every last small decision because you know that you are necessarily giving up % points in some areas to gain them in others. Then on top of that when you actually have to sit down and play your goal is to use all your resources optimally to give your self the best chance at succeeding. If you in your sorcerer play find yourself not worrying about spell slots or sorcery points or how to apply your square spells to round problems (and you want to worry about those things) then I would ask your dm to give you some solid adventuring days. Not every day, again that would be insane (How do you do 6-8 encounters on a random road trip). In my party our most memorable encounters (Interestingly both prisoner rescues) involved both me and the other sorcerer spending everything. And not just spending it all, but our wild magic sorcerer spent everything, got a wild surge to get him back his sorcery points which then allowed him to save the day by making his actual last possible spell slot. What's the TL;DR? Give me your sorcerer concepts, I'll try and give you something fun and playable P.S. Minigiant, both invisibility and fly get more targets when cast in a higher level slot, not really breaking new ground with the twin spell (Unless slot is your major concern, which is not unreasonable(Also important to remember that the twinned spell can only have one target and it can't be self, so fireball burning hands etc. don't work.)). To boost your point though I can say from having seen it in action that twin haste is still broken, and twin immolation is hilarious against small numbers of high CR monsters. I'm excited for twin greater invisibility soon on our Rogue and Paladin. [/QUOTE]
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