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Do you feel like the "Sorcerer" is really lacking in options?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6566802" data-attributes="member: 6787650"><p>(Caveat: I'm a simulationist, and I lean strongly towards what Enworld calls Combat as War. Take my comments with a grain of salt if you play balanced encounters and Combat as Sport--especially my comments about Distant Spell, which is ideally suited for turning a fair fight into a turkey shoot, or vice versa.)</p><p></p><p>I agree with you about Extended, although that's mostly an artifact of the shortened 5E durations. Boosting Fly from 4 hours to 8 hours would be worthwhile for overland flight; boosting it from 10 minutes to 20 minutes, not so much. Extended isn't intrinsically weak, but it doesn't make a qualitative change in the duration, and quantitative changes are subject to handwaving anyway. How many DMs out there actually track when Conjure Elemental is supposed to expire? In a campaign where time is an actual resource, Extended would be really awesome. In fact, if Extended worked on 1-round spells like Shield, it would be worth taking because it would actually affect something worthwhile. The fact that it basically only works on 1 minute+ spells nerfs almost the only real category of usefulness for it under standard 5E play. (It <em>might</em> be potentially useful for keeping Foresight up during all your waking hours, if your DM did track time carefully--except that Sorcerers can't learn Foresight, so this trick would be restricted to multiclass Sorc 3/Wizard 17 combos, and similar. Not worth the price.)</p><p></p><p>Distant isn't all that weak, and if you got it for free it would be much-appreciated and occasionally-used. Getting up to 5 free rounds of casting against an advancing melee foe is nice; and even if you end up not actually using the capability, it still forces your opponent to honor it. E.g. you can screen the bad guys to keep them holed up in their fortress while you wait for reinforcements, with no fear that they'll simply grab longbows and outrange you. (I'm assuming access to 300-foot spells like Otiluke's Freezing Sphere... which it turns out Sorcs don't actually have. Hmmm. If it turns out that there are no other 300-foot spells besides Meteor Swarm I will withdraw my claim, but there's got to be a <em>few</em>, right? At minimum it would be useful to Sorlocks with Eldritch Spear.)</p><p></p><p>I <em>know</em> Careful would be fun for certain players if they got it for free, though. The kind who love dropping Fireballs indiscriminately all over the place. It simplifies targeting constraints, possibly allowing you to squeeze in an extra two or ten bad guys into your spell radius without harming allies.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6566802, member: 6787650"] (Caveat: I'm a simulationist, and I lean strongly towards what Enworld calls Combat as War. Take my comments with a grain of salt if you play balanced encounters and Combat as Sport--especially my comments about Distant Spell, which is ideally suited for turning a fair fight into a turkey shoot, or vice versa.) I agree with you about Extended, although that's mostly an artifact of the shortened 5E durations. Boosting Fly from 4 hours to 8 hours would be worthwhile for overland flight; boosting it from 10 minutes to 20 minutes, not so much. Extended isn't intrinsically weak, but it doesn't make a qualitative change in the duration, and quantitative changes are subject to handwaving anyway. How many DMs out there actually track when Conjure Elemental is supposed to expire? In a campaign where time is an actual resource, Extended would be really awesome. In fact, if Extended worked on 1-round spells like Shield, it would be worth taking because it would actually affect something worthwhile. The fact that it basically only works on 1 minute+ spells nerfs almost the only real category of usefulness for it under standard 5E play. (It [I]might[/I] be potentially useful for keeping Foresight up during all your waking hours, if your DM did track time carefully--except that Sorcerers can't learn Foresight, so this trick would be restricted to multiclass Sorc 3/Wizard 17 combos, and similar. Not worth the price.) Distant isn't all that weak, and if you got it for free it would be much-appreciated and occasionally-used. Getting up to 5 free rounds of casting against an advancing melee foe is nice; and even if you end up not actually using the capability, it still forces your opponent to honor it. E.g. you can screen the bad guys to keep them holed up in their fortress while you wait for reinforcements, with no fear that they'll simply grab longbows and outrange you. (I'm assuming access to 300-foot spells like Otiluke's Freezing Sphere... which it turns out Sorcs don't actually have. Hmmm. If it turns out that there are no other 300-foot spells besides Meteor Swarm I will withdraw my claim, but there's got to be a [I]few[/I], right? At minimum it would be useful to Sorlocks with Eldritch Spear.) I [I]know[/I] Careful would be fun for certain players if they got it for free, though. The kind who love dropping Fireballs indiscriminately all over the place. It simplifies targeting constraints, possibly allowing you to squeeze in an extra two or ten bad guys into your spell radius without harming allies. [/QUOTE]
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